Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)
#2061Glitch, send me the wall texture. I can make it tileable, and create bump-maps for it
Code: Select all
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
YAH.Destructoid wrote:That's awesome mrpeanut!
Let's break down the first part:Destructoid wrote:Anyways, I feel like the 106 bug is somewhere in here...
*CODE*
Code: Select all
If Ceil(AnimTime(n\obj)) = 110 Then ;Ceil is round-up, short for ceiling.I think that it only triggers attack if the AnimationTime variable (AnimTime) is under 110.
Destructoid wrote: I'M SORRY.
I LIEK.Destructoid wrote:
NO ME GUSTA.Destructoid wrote:
Destructoid wrote:I'M SORRY.
mrpeanut188 wrote:Destructoid wrote: I'M SORRY.
WHIP EM'! WHIP EM' GOOD!YOU SHOULD BE SORRY.