thisbecasper, on 19 February 2021 - 10:41 AM, said:
Is it possible to know what weapon is hitting you/killed you? For example, if SHOTSPARK1 kills me, can I determine in some way whether it was the pistol, shotgun or chaingun?
thisbecasper, on 19 February 2021 - 10:41 AM, said:
thisbecasper, on 21 February 2021 - 03:07 PM, said:
Danukem, on 22 February 2021 - 03:00 AM, said:
onevent EVENT_GAME {
ifactor SHOTSPARK1 {
getactor[THISACTOR].yvel tempone
addlogvar tempone
}
endevent
//output
CONLOGVAR: L=1165 tempone (Global) =2595
CONLOGVAR: L=1165 tempone (Global) =2595
CONLOGVAR: L=1165 tempone (Global) =2595
CONLOGVAR: L=1165 tempone (Global) =2595
CONLOGVAR: L=1165 tempone (Global) =2595
CONLOGVAR: L=1165 tempone (Global) =2595
CONLOGVAR: L=1165 tempone (Global) =2595
thisbecasper, on 13 February 2021 - 09:45 AM, said:
This post has been edited by thisbecasper: 22 February 2021 - 01:04 PM
thisbecasper, on 22 February 2021 - 01:03 PM, said:
jimbob, on 22 February 2021 - 11:11 AM, said:
Danukem, on 22 February 2021 - 04:38 PM, said:
This post has been edited by thisbecasper: 23 February 2021 - 04:24 AM
gamevar xydist 0 0
appendevent EVENT_EGS
ifactor EXPLOSION2
ife sprite[player[].i].htpicnum RADIUSEXPLOSION
{
findplayer xydist
ifspawnedby HEAVYHBOMB
ifle xydist PIPEBOMBRADIUS
seta[player[].i].htpicnum HEAVYHBOMB
ifspawnedby TRIPBOMB
ifle xydist TRIPBOMBBLASTRADIUS
seta[player[].i].htpicnum TRIPBOMB
}
endevent
Danukem, on 23 February 2021 - 11:37 AM, said:
gamevar xydist 0 0
appendevent EVENT_EGS
ifactor EXPLOSION2
ife sprite[player[].i].htpicnum RADIUSEXPLOSION
{
findplayer xydist
ifspawnedby HEAVYHBOMB
ifle xydist PIPEBOMBRADIUS
seta[player[].i].htpicnum HEAVYHBOMB
ifspawnedby TRIPBOMB
ifle xydist TRIPBOMBBLASTRADIUS
seta[player[].i].htpicnum TRIPBOMB
}
endevent
This post has been edited by thisbecasper: 24 February 2021 - 03:18 PM
jimbob, on 26 February 2021 - 11:33 AM, said:
jimbob, on 26 February 2021 - 12:15 PM, said:
Danukem, on 26 February 2021 - 02:42 PM, said:
This post has been edited by jimbob: 27 February 2021 - 01:01 PM
Danukem, on 28 February 2021 - 10:44 AM, said:
This post has been edited by jimbob: 28 February 2021 - 02:41 PM
action USMORTARFIRE 0 1 1 1 8
action USMORTARLOADING 0 1 1 1 16
useractor notenemy USMORTARSPAWN 0 USMORTARLOADING
cstat 32768
ifaction USMORTARFIRE
ifcount 300 killit
{
ifactioncount 2
{
move 0 0 randomangle
spawn USMORTARLINE
resetactioncount
}
}
ifaction USMORTARLOADING
ifactioncount 120 // when done loading, fire away
{
action USMORTARFIRE // the firing state
}
enda
action USMORTARFIRE 0 1 1 1 16
action USMORTARLOADING 0 1 1 1 16
useractor notenemy USMORTARSPAWN 0 USMORTARLOADING
cstat 32768
ifaction USMORTARFIRE
ifcount 150 killit
{
ifactioncount 2
{
move 0 0 randomangle
ifrnd 64 spawn USMORTARLINE
ifactioncount 40 killit
}
}
ifaction USMORTARLOADING
ifactioncount 120 // when done loading, fire away
{
action USMORTARFIRE // the firing state
}
enda
This post has been edited by jimbob: 01 March 2021 - 01:29 PM
jimbob, on 03 March 2021 - 01:47 PM, said:
jimbob, on 04 March 2021 - 08:06 AM, said:
jimbob, on 05 March 2021 - 04:15 AM, said:
useractor notenemy RECORD1 0
ife RECORD1UNLOCK YES
{
cstat 32
ifp palive ifp pfacing ifpdistl 1280 ifhitspace ifcansee
{
stopsound REC2SOUND stopsound REC3SOUND
soundonce REC1SOUND
}
enda