Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)

#2062
That's awesome mrpeanut! Anyways, I feel like the 106 bug is somewhere in here...

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
Just saying. Anyways, since 914 says "intake" now, I think I'm gonna redo all the textures since my skills have improved.
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: [0.6.5] Official MLP Mod Thread (Now 20% Cooler)

#2063
Destructoid wrote:That's awesome mrpeanut!
YAH.
Destructoid wrote:Anyways, I feel like the 106 bug is somewhere in here...
*CODE*
Let's break down the first part:

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.
I'm pretty sure I fixed the Glitch on the first line, but IDK. Just test it though.
Last edited by mrpeanut188 on Thu Feb 07, 2013 2:24 am, edited 1 time in total.
Image