Alas, I do rather need them outside. Its for my shooting engine, I'm adding bullet holes, and the like, to it. I suppose I could use a really REALLY long if statement, but it would easier if I could. Ah well, if statement here I come!
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Show posts Menu if (IsInteractionAvailable (mouse.x, mouse.y, eModeShoot) == 1) {
int left = Random(5);
int right = Random(5);
int up = Random(5);
int down = Random(5);
int somethingelse = mouse.x +left -right;
int somethingelse2 = mouse.y +up -down;
ProcessClick (somethingelse, somethingelse2, eModeShoot);
export somethingelse;
export somethingelse2;
}
mouse.SelectNextMode();
ProcessClick(mouse.x, mouse.y, eModeWalkto );
ProcessClick(mouse.x, mouse.y, mouse.Mode );
mouse.mode
eModeInteract
function repeatedly_execute() {
// put anything you want to happen every game cycle here
if (IsTimerExpired(1) == 1) {
mouse.Visible = true;
}
}
function hotspot2_a() {
// script for Hotspot 2 (Hotspot 2): Shoot hotspot
// Reload
if (GetGlobalInt(1)>=1) { // If the player has a clip left
SetGlobalInt(1, GetGlobalInt(1)-1);//lose one clip
SetTimer(1, 90); // Set Reload Timer
//AnimateObject - Reloading Graphic
mouse.Visible = false; // so the player can't shoot while reloading
}
else { // the player is out of ammo
Display ("I'm out of Clips!");
}
}
function on_mouse_click(int button) {
// Makes note of which button was clicked
if (IsGamePaused() == 1) {
// Game is paused, so nothing happens
}
else if (mouse.IsButtonDown(eMouseRight)) {
// If there is nothing to look at:
if (IsInteractionAvailable(mouse.x,mouse.y, eModeLookat) == 0) {
Display("Haven't you got better things to look at?"); // Insert your message here
}
else { // Since there is something to look at, look at it
ProcessClick (mouse.x, mouse.y, eModeLookat);
}
}
else if (mouse.IsButtonDown(eMouseLeft)) {
// If there is nothing to use, so walk
if (IsInteractionAvailable(mouse.x,mouse.y, eModeInteract) == 0) {
ProcessClick (mouse.x, mouse.y, eModeWalkto);
}
else { // Since there is something to use, use it
ProcessClick (mouse.x, mouse.y, eModeInteract);
}
}
}
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