ifai 0 ai AIBOSS4LAYEGGS
is replaced with
ifai 0 { ai AIBOSS4LAYEGGS globalsound BOS4_RECOG }
Everything not being replaced, including the lines that immediately follow, remain as before.
ifai 0 ai AIBOSS4LAYEGGS
ifai 0 { ai AIBOSS4LAYEGGS globalsound BOS4_RECOG }
state boss4code ifai 0 ai AIBOSS4LAYEGGS else ifaction BOSS4FLINTCH { ifactioncount 3 ai AIBOSS4LAYEGGS } else ifai AIBOSS4LAYEGGS state boss4layeggs else ifai AIBOSS4SHOOT state boss4shootstate ifai AIBOSS4DYING state boss4dyingstate else { ifhitweapon state checkboss4hitstate else ifp palive ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends
state boss4code ifai 0 { ai AIBOSS4LAYEGGS globalsound BOS4_RECOG } else ifaction BOSS4FLINTCH { ifactioncount 3 ai AIBOSS4LAYEGGS } else ifai AIBOSS4LAYEGGS state boss4layeggs else ifai AIBOSS4SHOOT state boss4shootstate ifai AIBOSS4DYING state boss4dyingstate else { ifhitweapon state checkboss4hitstate else ifp palive ifpdistl 1280 { addphealth -1000 palfrom 63 63 } } ends
Trooper Dan, on 07 November 2018 - 03:38 AM, said:
conoklast, on 03 December 2018 - 03:10 AM, said:
Trooper Dan, on 02 December 2018 - 10:42 PM, said:
state newbeastcode state checksquished ifai 0 { cstator 257 ai AINEWBEASTGETENEMY } else ifaction ANEWBEASTLYINGDEAD { fall state newbeastdyingstate break } else ifaction ANEWBEASTFROZEN { ifcount THAWTIME { ai AINEWBEASTGETENEMY spritepal 0 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } } ifhitweapon { ifwasweapon FREEZEBLAST { strength 0 break } addkills 1 ifrnd 84 spawn BLOODPOOL lotsofglass 60 sound GLASS_BREAKING killit } ifp pfacing ifpdistl FROZENQUICKKICKDIST pkick break } else ifai AINEWBEASTJUMPENEMY state newbeastjumpstate else { fall ifai AINEWBEASTGETENEMY state newbeastseekstate else ifai AINEWBEASTCHARGEENEMY state newbeastseekstate else ifai AINEWBEASTFLINTCH { ifcount 8 ai AINEWBEASTGETENEMY } else ifai AINEWBEASTDODGE state newbeastdodgestate else ifai AINEWBEASTSCRATCHENEMY state newbeastscratchstate else ifai AINEWBEASTFLEENEMY state newbeastfleestate else ifai AINEWBEASTTHINK state newbeastthinkstate /* else ifai AINEWBEASTSHRUNK state newbeastshrunkstate */ else ifai AINEWBEASTGROW state genericgrowcode else ifai AINEWBEASTDYING state newbeastdyingstate else ifai AINEWBEASTSHOOT { ifp pshrunk ai AINEWBEASTGETENEMY else ifcount 26 ai AINEWBEASTGETENEMY else ifcount 25 shoot SHRINKER else { ifcount 5 nullop else ifcount 4 sound NEWBEAST_SPIT } } } ifhitweapon state checknewbeasthit ends
This post has been edited by Mav3r1ck: 03 December 2018 - 03:09 PM
Mav3r1ck, on 03 December 2018 - 01:57 PM, said:
Trooper Dan, on 03 December 2018 - 04:40 AM, said:
gamevar TEMP 0 0 actor MONEY 1 LEAFFALL 0 0 getactor[THISACTOR].mdflags TEMP orvar TEMP 16 setactor[THISACTOR].mdflags TEMP
define LEAF1 7642 useractor notenemy LEAF1 cstator 2305 ifaction 0 action LEAFFALL enda action LEAFFALL 0 6 1 1 1 // my leaf sprite has 6 frames of animation
damageeventtilerange 7653 7655 // onevent EVENT_DAMAGEWALL ife wall[RETURN].picnum FOLIAGE1 { money 7 gettspr[MONEY].tsprcstat TEMP ifvarand TEMP 2 xorvar TEMP 2 settspr[LEAF1].tsprcstat TEMP } endevent
This post has been edited by conoklast: 04 December 2018 - 12:15 AM
gamevar HACKTIME 0 0 gamevar spriteid 0 0 define LEAF1 7642 damageeventtilerange 7653 7655 onevent EVENT_DAMAGEWALL ife wall[RETURN].picnum FOLIAGE1 { set HACKTIME YES money 7 set HACKTIME NO } endevent appendevent EVENT_EGS ifactor MONEY ife HACKTIME YES seta[].mdflags 16 endevent appendevent EVENT_ANIMATESPRITES gettspr[].tsprowner spriteid ife sprite[spriteid].picnum MONEY settspr[].tsprpicnum LEAF1 endevent
This post has been edited by conoklast: 04 December 2018 - 03:51 AM
conoklast, on 04 December 2018 - 03:46 AM, said:
Trooper Dan, on 04 December 2018 - 04:28 AM, said:
conoklast, on 04 December 2018 - 12:31 PM, said:
Mav3r1ck, on 05 December 2018 - 04:49 PM, said:
Mav3r1ck, on 05 December 2018 - 04:49 PM, said:
This post has been edited by Trooper Dan: 05 December 2018 - 05:26 PM
Trooper Dan, on 05 December 2018 - 05:16 PM, said:
Trooper Dan, on 05 December 2018 - 05:16 PM, said:
ifwasweapon RPG { sound PRED_DYING sound SQUISHED state troop_body_jibs state standard_jibs cstat 0 iffloordistl 8 sound THUD ifrnd 64 spawn BLOODPOOL state rf strength 0 move TROOPSTOPPED action ATROOPDEAD cstator 32768
Trooper Dan, on 06 December 2018 - 02:47 AM, said:
Trooper Dan, on 06 December 2018 - 02:47 AM, said:
state standard_jibs guts JIBS2 4 guts JIBS3 8 guts JIBS4 12 guts JIBS5 8 guts JIBS6 12 ifrnd 6 { guts JIBS1 1 spawn BLOODPOOL } // a badly drawn spine state jib_sounds ends
This post has been edited by Mav3r1ck: 06 December 2018 - 04:15 PM
Mav3r1ck, on 06 December 2018 - 04:08 PM, said:
This post has been edited by Mark: 16 December 2018 - 04:37 PM
onevent EVENT_ANALYZESPRITES for i drawnsprites { // set any property of tsprite[] has no effect :-( set tsprite[i].shade -64 } endevent
This post has been edited by Mr. Alias Nameless: 10 January 2019 - 06:22 AM
Trooper Dan, on 16 December 2018 - 05:27 PM, said:
Compiling: GAME.CON (161162 bytes) Including: DEFS.CON (35992 bytes) Including: USER.CON (45661 bytes) Including: g.def (38 bytes) g.def: At top level: g.def:1: error: parameter `{' is undefined. g.def:1: error: found more `}' than `{'. GAME.CON: In state `setwinner': GAME.CON:69: error: found more `}' than `{'.
This post has been edited by thisbecasper: 12 January 2019 - 12:39 PM
Mark, on 12 January 2019 - 02:56 PM, said:
music 1 stalker.mid GRABBAG.mid streets.mid watrwld1.mid snake1.mid thecall.mid ahgeez.mid GRABBAG.mid streets.mid watrwld1.mid snake1.mid
music 1 GRABBAG.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid thecall.mid ahgeez.mid dethtoll.mid streets.mid watrwld1.mid snake1.mid
thisbecasper, on 12 January 2019 - 05:47 PM, said:
Trooper Dan, on 12 January 2019 - 05:55 PM, said:
state regulatemaxhealth getplayer[THISACTOR].frag tempone getplayer[THISACTOR].fraggedself temptwo subvarvar tempone temptwo //actual amount of kills setvarvar tempthree maxscore //maxscore is leading player's score and is working correctly subvarvar tempthree tempone //Difference between your score and the leader's mulvar tempthree 5 addvar tempthree 100 setplayer[THISACTOR].max_player_health tempthree // It's actually not this line that causes the desync ends
This post has been edited by thisbecasper: 12 January 2019 - 06:32 PM