Reaper_Man, on 18 September 2012 - 09:59 PM, said:
Curious if these have been implemented yet (been following the svn changelog but wasn't sure if I missed it).
Also, EVENT_PREGAME still seems jacked with non-hitscan weapons.
Reaper_Man, on 18 September 2012 - 09:59 PM, said:
onevent EVENT_DISPLAYREST digitalnumber DIGITALNUM 20 159 coins 0 0 8 0 0 xdim ydim endevent
Hendricks266, on 06 October 2012 - 11:29 AM, said:
onevent EVENT_DISPLAYREST digitalnumber DIGITALNUM 20 159 coins 0 0 8 0 0 xdim ydim endevent
zazo, on 07 October 2012 - 02:40 PM, said:
zazo, on 07 October 2012 - 02:40 PM, said:
zazo, on 07 October 2012 - 02:40 PM, said:
zazo, on 07 October 2012 - 02:40 PM, said:
Hendricks266, on 07 October 2012 - 02:53 PM, said:
onevent EVENT_FIRE ifvare frozen_player 1 { setvar RETURN 1 } endevent
This post has been edited by High Treason: 09 October 2012 - 09:11 AM
action APROJFRAMES 0 1 5 useractor notenemy PROJ 0 APROJFRAMES enda
Mblackwell, on 09 October 2012 - 05:26 PM, said:
Hendricks266, on 10 October 2012 - 04:00 PM, said:
Reaper_Man, on 11 October 2012 - 12:35 PM, said:
This post has been edited by RichardStorm: 12 October 2012 - 03:50 AM
RichardStorm, on 12 October 2012 - 03:48 AM, said:
gamevar gid 0 2 // i call it "general id" gamevar targetdist 0 2 // this stores the shortest target distance gamevar temp 0 2 // temporary variables gamevar tempb 0 2 gamevar tempc 0 2 gamevar mytarget 0 2 // self-explanatory gamevar detectrange 0 2 // in build units, the maximum distance the sprite can see an enemy state findnearenemy // put in in your ALLY... setvar detectrange 20000 // for example setvar targetdist 500000 // initialize distance at a big value setvar gid 0 // you need to start from 0, also because if gid is something different it could not work or make Eduke freeze... whilevarn gid 16384 // here start the loop, it stops when gid reaches 16384 { switch sprite[gid].picnum // do this only with enemies; i use a switch case LIZTROOP case LIZMAN case OCTABRAIN case PIGCOP case NEWBEAST case GREENSLIME case ROTATEGUN case COMMANDER case DRONE case RECON case BOSS1 case BOSS2 case BOSS3 case BOSS4 case TANK case GOBELIN // EDIT as mentioned in post #977 ifvarn sprite[gid].statnum 1024 // if it's not "killed" { dist tempb gid THISACTOR // calculate distance between this sprite and the scanned enemy ifvarvarl tempb detectrange ifvarvarl tempb targetdist // if it's within the detectrange and near than the previous { canseespr THISACTOR gid tempc // if there is a line of sight and ... ifvarg sprite[gid].extra 0 ifvare tempc 1 // ... if its hit points are greater than 0 { setvarvar owntargetid gid setvarvar targetdist tempb } // ok, set it as my enemy ... until i don't find the nearest } } break // it refers to all enemy picnum cases endswitch addvar gid 1 // next instance of the loop, for sprite #1, #2, 3#, ... 22# ... #1728 ... } // end of the loop structure ends
This post has been edited by RichardStorm: 14 October 2012 - 12:52 AM
This post has been edited by RichardStorm: 14 October 2012 - 12:51 AM
zazo, on 14 October 2012 - 02:19 PM, said:
zazo, on 14 October 2012 - 02:36 PM, said:
Trooper Dan, on 14 October 2012 - 06:32 PM, said: