M210, on Dec 5 2009, 10:17 AM, said:
Well, I try to delete getincangle part but it will not helped
Read my edit above.
M210, on Dec 5 2009, 10:17 AM, said:
Quote
case LIZTROOP case OCTABRAIN case COMMANDER case PIGCOP case LIZMAN case GREENSLIME case NEWBEAST case BOSS1 case BOSS2 case BOSS3 case BOSS4 //case APLAYER
This post has been edited by M210: 05 December 2009 - 12:07 PM
This post has been edited by insane_metalhead: 06 December 2009 - 10:08 AM
Ilovefoxes, on Dec 6 2009, 03:58 PM, said:
This post has been edited by Chip: 07 December 2009 - 08:43 AM
Chip, on Dec 7 2009, 08:37 AM, said:
This post has been edited by Chip: 08 December 2009 - 11:02 AM
This post has been edited by XThX2: 08 December 2009 - 12:06 PM
Ilovefoxes, on Dec 8 2009, 05:15 PM, said:
This post has been edited by DeeperThought: 08 December 2009 - 06:04 PM
Milo, on Dec 29 2009, 03:01 PM, said:
insane_metalhead, on Dec 6 2009, 01:06 PM, said:
NerdZilla, on Dec 30 2009, 03:26 AM, said:
gamevar lo_tag 0 2
gamevar MONSTER_TILE 0 2
gamevar COUNTDOWN 0 2
useractor notenemy INVASION
getactor[THISACTOR].lotag lo_tag
ifvare lo_tag 0
break
else
getactor[THISACTOR].shade COUNTDOWN
getactor[THISACTOR].hitag MONSTER_TILE
espawnvar MONSTER_TILE
subvar COUNTDOWN 1
ifvare COUNTDOWN 0
break
killit
else
return
endagamevar lo_tag 0 2
gamevar MONSTER_TILE 0 2
gamevar COUNTDOWN 0 2
eventloadactor INVASION
getactor[THISACTOR].shade COUNTDOWN
getactor[THISACTOR].hitag MONSTER_TILE
getactor[THISACTOR].lotag lo_tag
// cstat 32768
enda
useractor notenemy INVASION
ifvare lo_tag 0
killit
else
{
ifcount 8 ifvarn COUNTDOWN 0 // You can add a delay for the spawn interval. For now I used ifcount.
{
espawnvar MONSTER_TILE
subvar COUNTDOWN 1
resetcount
}
else
killit
}
enda
This post has been edited by XThX2: 03 January 2010 - 04:55 AM
gamevar lo_tag 0 2
gamevar MONSTER_TILE 0 2
gamevar COUNTDOWN 0 2
eventloadactor INVASION
getactor[THISACTOR].shade COUNTDOWN
getactor[THISACTOR].hitag MONSTER_TILE
getactor[THISACTOR].lotag lo_tag
enda
useractor notenemy INVASION
ifvare lo_tag 0
break
else
{
ifvarn COUNTDOWN 0
{
espawnvar MONSTER_TILE
subvar COUNTDOWN 1
}
else
break
}
enda
This post has been edited by Kenny mckormick: 03 January 2010 - 08:23 AM
gamevar lo_tag 0 2
gamevar MONSTER_TILE 0 2
gamevar COUNTDOWN 0 2
eventloadactor INVASION
getactor[THISACTOR].shade COUNTDOWN
getactor[THISACTOR].hitag MONSTER_TILE
getactor[THISACTOR].lotag lo_tag
// cstat 32768
enda
useractor notenemy INVASION
ifvare lo_tag 0
killit
else
{
ifcount 8
{
ifvarn COUNTDOWN 0
{
espawnvar MONSTER_TILE
subvar COUNTDOWN 1
resetcount
}
else
killit
}
}
enda
This post has been edited by XThX2: 03 January 2010 - 09:17 AM
gamevar TEMP 0 2
onevent EVENT_KILLIT
setactor[THISACTOR].picnum TEMP
ifvare TEMP 1680
{
spawn 52
}
else
break
endevent