Re: Official MLP Mod Thread

#1863
STARTING FROM LINE 1804...

Code: Select all

ElseIf e\EventState < 20000
							e\EventState = Min(e\EventState + FPSfactor, 19000)
							If e\EventState < 14100 Then ;valot sammuu ja 173 tappaa ensimmäisen class d:n
								PointEntity(e\room\NPC[2]\Collider, Curr173\Collider)
								If e\EventState > 14005 Then
									Animate2(e\room\NPC[0]\obj, AnimTime(e\room\NPC[0]\obj), 61, 71, 0.1, False) ;********************
									e\room\NPC[0]\State=8
									SetAnimTime e\room\NPC[1]\obj, 19
									e\room\NPC[1]\State = 2
									PositionEntity(Curr173\Collider, EntityX(e\room\NPC[1]\obj), EntityY(Curr173\Collider), EntityZ(e\room\NPC[1]\obj))
									ResetEntity(Curr173\Collider)
									PointEntity(Curr173\Collider, e\room\NPC[2]\Collider)
									
									e\room\NPC[2]\State = 3
									RotateEntity e\room\NPC[2]\Collider, 0, EntityYaw(e\room\NPC[2]\Collider), 0
									Animate2(e\room\NPC[2]\obj, AnimTime(e\room\NPC[2]\obj),406,382,-0.01*15)
									MoveEntity e\room\NPC[2]\Collider, 0,0,-0.01*FPSfactor
								EndIf
								
								If e\EventState < 14030 Then 
									BlinkTimer = -10 : LightBlink = 1.0
								Else
									If e\room\NPC[2]\Sound=0 Then 
										e\room\NPC[2]\Sound = LoadSound("SFX\intro\gasp.ogg")
										PlaySound2 (e\room\NPC[2]\Sound, Camera, e\room\NPC[2]\Collider, 8.0)	
									EndIf
								EndIf
								;If e\EventState > 14032 And e\EventState - FPSfactor < 14032 Then PlaySound(HorrorSFX(2))
								If e\EventState > 14080 And e\EventState - FPSfactor < 14080 Then PlaySound(IntroSFX(12))
								CameraShake = 3
							ElseIf e\EventState < 14200 ;tappaa toisen class d:n
								Animate2(e\room\NPC[0]\obj, AnimTime(e\room\NPC[0]\obj), 61, 71, 0.2, False) ;********************
								e\room\NPC[0]\State=8
								If e\EventState > 14105 Then
									If AnimTime(e\room\NPC[2]\obj)<>60 Then PlaySound2 (DamageSFX(1), Camera, e\room\NPC[0]\Collider, 8.0)
									SetAnimTime e\room\NPC[2]\obj, 60
									e\room\NPC[2]\State = 2
									PositionEntity(Curr173\Collider, EntityX(e\room\NPC[2]\obj), EntityY(Curr173\Collider), EntityZ(e\room\NPC[2]\obj))
									ResetEntity(Curr173\Collider)
									PointEntity(Curr173\Collider, Collider)
								EndIf
The lines with ;******************** are the ones that are changed.
Image

Re: Official MLP Mod Thread

#1864
Sparks wrote:
CLgaming wrote:
CommanderPro100 wrote:Well Glitch just sent me the new code and new parasprite models, so all we need to wait for now is for Peanut to finish the 106 model. In the meantime look at this image:

-Image-
Carrot: Are you sure about this?
Derpy: OF COURSE I AM. Let's feed Pinkie Pie some MUFFINS.
Carrot: Seriously?
Derpy: I NEVER JOKING. *leaves to get sack of muffins*
*Carrot Blinks*
*snap*
Derpy: What was tha *snap*
That's not Carrot Top, that's Raindrops.
They have been paired up as co-workers in some fanfics, like in the Pinkie sense episode.
I have no knowledge of other background ponies other than Me, Lyra, and Bon-Bon.
CommanderPro100 wrote:
Image
Win, Just win.
STEAM
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Re: Official MLP Mod Thread

#1866
mrpeanut188 wrote:
CLGaming wrote:
CommanderPro100 wrote:
Image
Win, Just win.
No win was harmed in the making of this post.
On-topic: I believe On Mount Golgotha should be heavy static and a really heavily distorted MLP theme song
STEAM
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Re: Official MLP Mod Thread

#1867
CLgaming wrote:On-topic: I believe On Mount Golgotha should be heavy static and a really heavily distorted MLP theme song
That's..........actually not a bad idea.
Although I think it would be torture even without the static.