Re: [0.6.6] Official MLP Mod Thread

#122

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							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
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.

Edit: Unless they die in "Animate2(e\room\NPC[2]\obj, AnimTime(e\room\NPC[2]\obj),30,70,.8)" but what the frig is the rest of the code for?
Edit2: And why the hell is there a bloody smiley face in there?
I'm not here as much right now, mention me on our Discord server if you need anything.

Re: [0.6.6] Official MLP Mod Thread

#124
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.
I'm not here as much right now, mention me on our Discord server if you need anything.

Re: [0.6.6] Official MLP Mod Thread

#125
Destructoid reaches into his pants and produces an M16A1 with laminated wooden furniture. He charges the gun and madly discharges at the ground while screaming "DAMN YOU, DAMN YOU! YOU ATE THOSE PONY'S MESHES, SOYLENT GREEN IS PEOPLE!!!!!!"
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I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: [0.6.6] Official MLP Mod Thread

#126
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.
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: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.
OH NOES!
Do me a favor, noclip and see how far beneath the surface their models are. If the frames are wrong, the animation may try to play a blank frame.

P.S, Mods, I think that off-topic posts should be moderately allowed, as soon as one person makes an off-topic post, more ON-topic posts happen, and more communication happens.
I do agree that in the past it was a bit over-kill though.
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Re: [0.6.6] Official MLP Mod Thread

#127
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Her body is ready

hmm, I tried again and it didn't happen, I didn't check after the guard shooting sequence however so I'll check that in a sec.

Yep, they stay this time, this game just loves being inconsistent.
I'm not here as much right now, mention me on our Discord server if you need anything.

Re: [0.6.6] Official MLP Mod Thread

#129
The leg is normal, it's the rest of the body that's deformed.

But really, I don't know.
I'm not here as much right now, mention me on our Discord server if you need anything.

Re: [0.6.6] Official MLP Mod Thread

#130
Derpy being Derpy, you did well at making her true to the real Derpy glitch.
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.
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