Hendricks266, on 20 September 2012 - 04:15 PM, said:
That's correct unless you do weird tricks like change the spritestat to actor, move the actor, and then change it back to a projectile. But now I've just confused the situation.
Hendricks266, on 20 September 2012 - 04:15 PM, said:
Hendricks266, on 20 September 2012 - 04:15 PM, said:
Fox, on 21 September 2012 - 12:08 AM, said:
This post has been edited by RichardStorm: 21 September 2012 - 02:57 AM
Quote
This post has been edited by Fox: 21 September 2012 - 04:05 AM
This post has been edited by RichardStorm: 21 September 2012 - 07:38 AM
onevent EVENT_GAME ifactor PROJ { ifaction PROJFRAME1 { ifactioncount 1 action PROJFRAME2 } else ifaction PROJFRAME2 { ifactioncount 1 action PROJFRAME3 } (...) } endevent
This post has been edited by RichardStorm: 21 September 2012 - 03:48 PM
state wep_devastator ... ifvare w_count 5 ifvarg ammo_devast 0 // w_count = player.kickback_pic { shoot MINIROCKET subvar ammo_devast 1 setvar recoilstrength 15 sound DEVAST_FIRE1 } // the 2nd rocket ... setvar WEAPON4_FLAGS 0 setvar WEAPON4_FIREDELAY 3 setvar WEAPON4_TOTALTIME 6 setvar WEAPON4_SHOTSPERBURST 1 setvar WEAPON4_SHOOTS MINIROCKET // the 1st rocket .... ends
This post has been edited by RichardStorm: 21 September 2012 - 04:10 PM
High Treason, on 22 September 2012 - 02:36 PM, said:
zazo, on 30 September 2012 - 02:19 PM, said:
setplayer[THISACTOR].gotweapon 3 0 // player no longer has the chaingun setplayer[THISACTOR].curr_weapon 0 // sets current weapon to mighty boot setplayer[THISACTOR].ammo_amount 3 0 // takes chaingun ammo as well (optional)
This post has been edited by zazo: 30 September 2012 - 02:59 PM
zazo, on 30 September 2012 - 02:56 PM, said:
ifvare player[THISACTOR].ammo_amount 2 0 { // do stuff }
Trooper Dan, on 30 September 2012 - 03:03 PM, said:
ifvare player[THISACTOR].ammo_amount 2 0 { // do stuff }
zazo, on 30 September 2012 - 03:14 PM, said:
blizzart, on 22 September 2012 - 01:41 PM, said:
Reaper_Man, on 18 September 2012 - 09:59 PM, said: