Hendricks266, on 11 October 2011 - 04:30 PM, said:
LOL, I haven't looked at that list in a while, and I didn't know there was a FLAG_ACCURATE
Hendricks266, on 11 October 2011 - 04:30 PM, said:
rasmus thorup, on 14 October 2011 - 03:42 PM, said:
This post has been edited by Zaxtor: 29 October 2011 - 05:58 PM
This post has been edited by Zaxtor: 30 October 2011 - 10:48 AM
James, on 04 November 2011 - 02:13 AM, said:
gamevar timer 0 0
gamevar RANDOMSKYVAR -1 0 // initialize this to -1 so it won't be constantly randomized in EVENT_GAME. Also I was experimenting by changing sky textures, though I was checking the number with a digitalnumberz command...
onevent EVENT_GAME
ifvarl timer 7500 {
addvar timer 1 } else { setvar timer 7500 } // add onto the 'timer' var till it's at 7500 (roughly the first five seconds of gameplay)
ifvare timer 7500 {
ifvarn RANDOMSKYVAR -1 break else { randvar RANDOMSKYVAR 3 } } // randomize the variable when the 'timer' var's at 7500 ONLY if it's -1....
endevent
onevent EVENT_RESETPLAYER
setvar timer 0
setvar RANDOMSKYVAR -1
endevent
This post has been edited by rasmus thorup: 04 November 2011 - 07:20 AM
gamevar randomstart 7 0
gamevar DONE 0 0
onevent EVENT_LOADACTOR
ifvare DONE NO
{
readgamevar randomstart
addvar randomstart 1
andvar randomstart 65535
setvarvar temp randomstart
xorvar temp 43690
whilevarn temp 0
{
ifrnd 1 { }
subvar temp 1
}
savegamevar randomstart
setvar DONE YES
}
endevent
rasmus thorup, on 04 November 2011 - 07:12 AM, said:
actor FIXIECAM // Tile 555 for now, I'll move it later
ifcanseetarget
{
getactor[THISACTOR].ang CAMA
getactor[THISACTOR].x CAMX
getactor[THISACTOR].y CAMY
getactor[THISACTOR].z CAMZ
}
enda
onevent EVENT_DISPLAYREST
setvarvar camerax CAMX
setvarvar cameray CAMY
setvarvar cameraz CAMZ
setvarvar cameraang CAMA
// digitalnumber 2930 64 6 CAMA 0 0 16 windowx1 windowy1 windowx2 windowy2
// digitalnumber 2930 64 16 CAMX 0 0 16 windowx1 windowy1 windowx2 windowy2
// digitalnumber 2930 64 26 CAMY 0 0 16 windowx1 windowy1 windowx2 windowy2
// digitalnumber 2930 64 36 CAMZ 0 0 16 windowx1 windowy1 windowx2 windowy2
// 32768
endevent
This post has been edited by High Treason: 07 November 2011 - 04:53 PM
// Following camera
useractor notenemy FOLLCAM 1
getactor[THISACTOR].hitag camtag2
cstat 32768
// ifvarvare camtag camtag2 // This does not work unless I remove the "move" command, but I use a different actor for that. camtag is the hitag of the camera activator sprite.
ifpdistl 15361 // This is the only way I can get cameras that use "move" to operate, not ideal.
{
// These vars are later used in event_displayrooms, they set the camerax, cameray etc...
getactor[THISACTOR].ang CAMA
getactor[THISACTOR].x CAMX
getactor[THISACTOR].y CAMY
getactor[THISACTOR].z CAMZ
getactor[THISACTOR].xvel CAMH
}
ifmove 0 {
move FOLLMOVE faceplayerslow
}
enda
This post has been edited by RichardStorm: 14 November 2011 - 04:24 PM
definevolumename 4 Micky's Revenge (WIP) definelevelname 4 0 wgmicky1.map 03:00 00:52 The Shire definelevelname 4 1 wgmicky2.map 02:30 01:19 Turn of the Tide
music 4 wgmicky1.ogg wgmicky2.ogg
Micky C, on 15 November 2011 - 04:25 PM, said: