Hendricks266, on 17 June 2013 - 05:53 PM, said:
how set up a view portal in mapster?
Hendricks266, on 17 June 2013 - 05:53 PM, said:
Hendricks266, on 18 June 2013 - 08:27 AM, said:
James, on 21 June 2013 - 04:32 AM, said:
RichardStorm, on 29 June 2013 - 03:21 AM, said:
gamevar musicVolume -1 1
gamevar musicLevel -1 1
state reset_music
setvar musicVolume -1
setvar musicLevel -1
ends
state trigger_music
ifvarg musicVolume -1
setuserdef[THISACTOR].volume_number musicVolume
ifvarg musicLevel -1
starttrackvar musicLevel
// always reset to the proper value
setuserdef[THISACTOR].volume_number VOLUME
ends
onevent EVENT_RESETPLAYER
state reset_music
endevent
onevent EVENT_ENTERLEVEL
state reset_music
endevent
onevent EVENT_LOADGAME
state trigger_music
endevent
getactor[THISACTOR].z TEMP
espawn WHATYOUWANTTOSPAWN
subvar TEMP 4096 // This will move it up a bit
setactor[RETURN].z TEMP
This post has been edited by James: 30 June 2013 - 11:01 AM
This post has been edited by Mark.: 30 June 2013 - 11:56 AM
This post has been edited by Mark.: 30 June 2013 - 12:16 PM
gamevar TEMP 0 2 // gamevars should be outside of actors
useractor notenemy MYACTOR
ifhitweapon
{
strength 1
action ANIM2
sound XXX
getactor[THISACTOR].z TEMP
espawn XXXX
addvar TEMP 4096 // This will move it up a bit
setactor[RETURN].z TEMP
}
enda
This post has been edited by Mark.: 30 June 2013 - 02:27 PM
//Code for rotation sector
ifvare active 1 { setactorvar[THISACTOR].active 0 setvar rot_moving 0 }
getactor[THISACTOR].ang ang
ifvare rot_turnway 0
{ addvarvar ang rot_angspeed ifvarg ang 2047 setvar ang 0 } else
ifvare rot_turnway 1 { subvarvar ang rot_angspeed ifvarl ang 0 setvar ang 2048 }
subvarvar rot_saveang rot_angspeed
setactor[THISACTOR].ang ang //set rotation angle of own sectoreffector sprite. With rotate of this sprite, sector will be rotating too.
//Here I trying move a player with the sector together
getplayer[THISACTOR].i PLAYERID
setvarvar spriteid PLAYERID
getactor[spriteid].sectnum se_sector
getactor[THISACTOR].sectnum se_sect1
ifvarvare se_sector se_sect1 //if player in a sector
{
getplayer[THISACTOR].posx x2
getplayer[THISACTOR].posx y2
subvarvar x2 sprite[THISACTOR].x
subvarvar y2 sprite[THISACTOR].y
mulvarvar x2 x2
mulvarvar y2 y2
addvarvar x2 y2
sqrt x2 se_dist //calculating a distance between player and point of rotate sector
setvarvar x2 sprite[THISACTOR].x
addvarvar x2 se_dist
rotatepoint sprite[THISACTOR].x sprite[THISACTOR].y x2 sprite[THISACTOR].y ang x y
setplayer[THISACTOR].posx x
setplayer[THISACTOR].posy y //set coodinates of player after rotation
}
This post has been edited by M210: 06 July 2013 - 12:19 AM
Quote
This post has been edited by M210: 06 July 2013 - 02:28 AM
darkcaleb, on 06 July 2013 - 02:35 PM, said: