WTF is that?!mrpeanut188 wrote:-Dragon Donkey-
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2052^ Draconequus
I'm not here as much right now, mention me on our Discord server if you need anything.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2053o3oGlitch wrote:^ Draconequus
Seems Legit.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2054But Dischord isn't legit.lololord wrote: Seems Legit.
He uses hax.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2055For his appearance? I approve.mrpeanut188 wrote:But Dischord isn't legit.lololord wrote: Seems Legit.
He uses hax.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2056I'm Mitt Romney, and I approve this message.lololord wrote: For his appearance? I approve.
In latest update, RD is broken with the anims fixed.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2057Right now she will follow you but not attack you, if anyone wants to review the code...well...here:
Code: Select all
Case NPCtypeOldMan ;------------------------------------------------------------------------------------------------------------------
If Contained106 Then
n\Idle = True
HideEntity n\obj
PositionEntity n\obj, 0,500.0,0, True
Else
dist = EntityDistance(n\Collider, Collider)
If (Not n\Idle) Then
If n\State <= 0 Then ;attacking
If EntityY(n\Collider) < EntityY(Collider) - 20.0 - 0.55 Then
If Not PlayerRoom\RoomTemplate\DisableDecals Then
de.Decals = CreateDecal(0, EntityX(Collider), 0.01, EntityZ(Collider), 90, Rand(360), 0)
de\Size = 0.05 : de\SizeChange = 0.001 : EntityAlpha(de\obj, 0.8) : UpdateDecals
EndIf
PositionEntity(n\Collider, EntityX(Collider), EntityY(Collider) - 15, EntityZ(Collider))
PlaySound(HorrorSFX(5))
PlaySound(DecaySFX(0))
End If
If Rand(500) = 1 Then PlaySound2(OldManSFX(Rand(0, 2)), Camera, n\Collider)
n\SoundChn = LoopSound2(OldManSFX(4), n\SoundChn, Camera, n\Collider,8.0, 0.8)
If n\State > - 10 Then
ShouldPlay = 66
If AnimTime(n\obj)<290 Then
;TranslateEntity n\Collider, 0, (EntityY(Collider) - 0.35 - EntityY(n\Collider)) / 80.0, 0
PositionEntity n\Collider, EntityX(n\Collider), EntityY(Collider) - 0.35, EntityZ(n\Collider)
PointEntity n\obj, Collider
RotateEntity (n\Collider, 0, CurveValue(EntityYaw(n\obj),EntityYaw(n\Collider),100.0), 0, True)
;If AnimTime(n\obj)=>259 Then
; Animate2(n\obj, AnimTime(n\obj), 334, 494, 0.3)
;Else
Animate2(n\obj, AnimTime(n\obj), 209, 290, 0.15, False)
;EndIf
Else
n\State = -10
EndIf
Else
If PlayerRoom\RoomTemplate\Name <> "gatea" Then ShouldPlay = 1
Local Visible% = EntityVisible(n\Collider, Collider)
If EntityInView(n\Collider, Camera) Then
Achv106 = True
BlurVolume = Max(Max(Min((4.0 - dist) / 6.0, 0.9), 0.1), BlurVolume)
CurrCameraZoom = Max(CurrCameraZoom, (Sin(Float(MilliSecs())/20.0)+1.0) * 20.0 * Max((4.0-dist)/4.0,0))
If MilliSecs() - n\LastSeen > 60000 Then
CurrCameraZoom = 40
PlaySound(HorrorSFX(6))
n\LastSeen = MilliSecs()
EndIf
Else
If (Not Visible) Then
n\State=n\State-FPSfactor
EndIf
End If
If dist > 0.8 Then
If (dist > 40.0 Or n\PathStatus=2 Or (n\PathStatus=0 And n\PathTimer=>0) Or PlayerRoom\RoomTemplate\Name = "pocketdimension" Or Visible) And PlayerRoom\RoomTemplate\Name <> "gatea" Then
If dist > 40.0 Then DebugLog "noclip - dist > 40"
If n\PathStatus = 2 Then DebugLog "noclip - n\pathstatus = 2"
If Visible Then DebugLog "noclip - visible"
TranslateEntity n\Collider, 0, ((EntityY(Collider) - 0.14) - EntityY(n\Collider)) / 50.0, 0
PointEntity n\obj, Collider
;rotateentity(n\collider, entityPitch(n\collider),))
RotateEntity n\Collider, 0, CurveAngle(EntityYaw(n\obj), EntityYaw(n\Collider), 10.0), 0
If KillTimer >= 0 Then
n\currspeed = CurveValue(n\speed,n\currspeed,10.0)
Local atemp# = AnimTime(n\obj)
Animate2(n\obj, AnimTime(n\obj), 360, 434, n\currspeed*35)
If atemp =< 360 And AnimTime(n\obj)>360 Then
PlaySound2(StepPDSFX(Rand(0,2)),Camera, n\Collider, 6.0, Rnd(0.8,1.0))
ElseIf atemp=<434 And AnimTime(n\obj)>434.0
PlaySound2(StepPDSFX(Rand(0,2)),Camera, n\Collider, 6.0, Rnd(0.8,1.0))
EndIf
Else
n\currspeed = 0
EndIf
n\PathTimer = Max(n\PathTimer-FPSfactor,0)
If n\PathTimer =< 0 Then n\PathStatus = 0
Else
DebugLog "pathfinding"
If n\PathTimer <= 0 Then
n\PathStatus = FindPath (n, EntityX(Collider,True), EntityY(Collider,True), EntityZ(Collider,True))
n\PathTimer = 70*10
n\currspeed = 0
Else
n\PathTimer = Max(n\PathTimer-FPSfactor,0)
If n\PathStatus = 2 Then
DebugLog "no path found"
n\currspeed = 0
ElseIf n\PathStatus = 1
DebugLog "path found"
If n\Path[n\PathLocation]=Null Then
If n\PathLocation > 19 Then
n\PathLocation = 0 : n\PathStatus = 0
Else
n\PathLocation = n\PathLocation + 1
EndIf
Else
TranslateEntity n\Collider, 0, ((EntityY(n\Path[n\PathLocation]\obj,True) - 0.15) - EntityY(n\Collider)) / 50.0, 0
PointEntity n\obj, n\Path[n\PathLocation]\obj
RotateEntity n\Collider, 0, CurveAngle(EntityYaw(n\obj), EntityYaw(n\Collider), 10.0), 0
n\currspeed = CurveValue(n\speed,n\currspeed,10.0)
atemp# = AnimTime(n\obj)
Animate2(n\obj, AnimTime(n\obj), 360, 434, n\currspeed*35)
If atemp > 13 And AnimTime(n\obj)<1.0 Then
;PlaySound2(StepPDSFX(Rand(0,2)),Camera, n\Collider, 6.0, Rnd(0.8,1.0))
ElseIf atemp=< 7 And AnimTime(n\obj)>7.0
;PlaySound2(StepPDSFX(Rand(0,2)),Camera, n\Collider, 6.0, Rnd(0.8,1.0))
EndIf
If EntityDistance(n\Collider,n\Path[n\PathLocation]\obj) < 0.2 Then
n\PathLocation = n\PathLocation + 1
EndIf
EndIf
;rotateentity(n\collider, entityPitch(n\collider),))
ElseIf n\PathStatus = 0
DebugLog "pathstatus = 0"
If n\State3=0 Then Animate2(n\obj, AnimTime(n\obj), 291, 359, 0.3)
n\currspeed = CurveValue(0,n\currspeed,10.0)
EndIf
EndIf
EndIf
ElseIf PlayerRoom\RoomTemplate\Name <> "gatea" ;dist < 0.8
If dist > 0.5 Then
n\currspeed = CurveValue(n\speed * 2.5,n\currspeed,10.0)
Else
n\currspeed = 0
EndIf
Animate2(n\obj, AnimTime(n\obj), 108, 182, 0.15, False)
;If Floor(AnimTime(n\obj)) = 43 Then SetAnimTime(n\obj, 43)
If KillTimer >= 0 And FallTimer >= 0 Then
PointEntity n\obj, Collider
RotateEntity n\Collider, 0, CurveAngle(EntityYaw(n\obj), EntityYaw(n\Collider), 10.0), 0
If Ceil(AnimTime(n\obj)) = 110 Then
If PlayerRoom\RoomTemplate\Name = "pocketdimension" Then
PlaySound(DeathSFX(1))
Kill()
Else
PlaySound(DeathSFX(1))
PlaySound(OldManSFX(3))
FallTimer = Min(-1, FallTimer)
PositionEntity(Head, EntityX(Camera, True), EntityY(Camera, True), EntityZ(Camera, True), True)
ResetEntity (Head)
RotateEntity(Head, 0, EntityYaw(Camera) + Rand(-45, 45), 0)
EndIf
EndIf
EndIf
EndIf
EndIf
MoveEntity n\Collider, 0, 0, n\currspeed * FPSfactor
n\DropSpeed = 0
If n\State <= Rand(-2800, -2200) Then
If Not EntityInView(n\obj,Camera) Then n\State = Rand(22000, 27000)
EndIf
If FallTimer < -250.0 Then
For r.Rooms = Each Rooms
If r\RoomTemplate\Name = "pocketdimension" Then
FallTimer = 0
UpdateDoors()
UpdateRooms()
ShowEntity Collider
PlaySound(Use914SFX)
PlaySound(OldManSFX(5))
PositionEntity(Collider, EntityX(r\obj),0.8,EntityZ(r\obj))
DropSpeed = 0
ResetEntity Collider
n\State = -2500
BlinkTimer = -10
Injuries = Injuries+0.5
Exit
EndIf
Next
EndIf
Else ;idling outside the map
n\currspeed = 0
MoveEntity n\Collider, 0, ((EntityY(Collider) - 30) - EntityY(n\Collider)) / 200.0, 0
n\DropSpeed = 0
SetAnimTime n\obj, 110.0
If (Not PlayerRoom\RoomTemplate\DisableDecals) Then n\State=n\State-FPSfactor
End If
EndIf
ResetEntity(n\Collider)
PositionEntity(n\obj, EntityX(n\Collider), EntityY(n\Collider) - 0.15, EntityZ(n\Collider))
RotateEntity n\obj, 0, EntityYaw(n\Collider), 0
PositionEntity(n\obj2, EntityX(n\obj), EntityY(n\obj) , EntityZ(n\obj))
RotateEntity(n\obj2, 0, EntityYaw(n\Collider) - 180, 0)
MoveEntity(n\obj2, 0, 9.14 * 0.098, -1.5 * 0.098)
If PlayerRoom\RoomTemplate\Name = "pocketdimension" Then
EntityAlpha n\obj2, 0.0
Else
If dist > 5.5 Then
EntityAlpha(n\obj2, 1.0)
ElseIf dist > 4.5
EntityAlpha(n\obj2, Min(dist - 4.5, 1.0))
Else
EntityAlpha(n\obj2, 0)
End If
EndIf
EndIf
I'm not here as much right now, mention me on our Discord server if you need anything.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2058Was his black hair i meant.
What fun is there in making sense?
Now, if you will excuse me i have some chaos to wreak.
Resident forum robot monkey, and chaos incarnate.
Now, if you will excuse me i have some chaos to wreak.
Resident forum robot monkey, and chaos incarnate.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2059I've been wanting to smex up the facility a bit, this is what I got so far.
Wall tile looks bad, want to fix.

I'm not here as much right now, mention me on our Discord server if you need anything.
Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2060Well, it definitely makes the facility castle-like, but a non tiling texture and a rocky bumpmap should do justice.

DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!