
Re: [0.6.6] Official MLP Mod Thread
#121

DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!
Code: Select all
PositionEntity(Curr173\Collider, EntityX(e\room\Objects[5], True),EntityY(Curr173\Collider), EntityZ(e\room\Objects[5], True))
RotateEntity(Curr173\Collider, 0, 0, 0, True)
ResetEntity(Curr173\Collider)
ElseIf e\EventState < 20000
e\EventState = Min(e\EventState + FPSfactor, 19000)
If e\EventState < 14100 Then ;Lights die, first Class-D is killed
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), 75, 89, 1, False) ;********************
e\room\NPC[0]\State=8
SetAnimTime e\room\NPC[1]\obj, 89
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),30,70,.8)
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 ;Second Class-D Death
Animate2(e\room\NPC[0]\obj, AnimTime(e\room\NPC[0]\obj), 71, 89, 1, 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, 89
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
Actually, that part was written by ME when I edited Main.bb, as I translated the comments from Finnish into English by using Google Translator, and re-wording it.Glitch wrote:CODE SNIPPITIES
Well this is the code for the D-Class attack, I'm assuming this off the fact that ";Lights die, first Class-D is killed" is written in there somewhere. Despite having the animation values changed the D-Class refuse to lay down.
OH NOES!Glitch wrote:Well I fixed the animations and they died like my faith in Hasbro.
It was a shame I couldn't save their meshes from being devoured by the ground.