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: