Again, in case it didn't go through why are you re-inventing the wheel for?
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function Abs(int value)
{
int val=value;
if (val<0)
{
val=(val*(-1));
}
return val;
}
function room_RepExec()
{
if (Sonar && Abs(cEgo.x - cWaeks.x)<=30 && Abs(cEgo.y - cWaeks.y)<=30)
{//if sonar is on and cwaeks is within 30 pixels
}
}
//if you want to do your last thingie
function room_RepExec()
{
int distx=Abs(cEgo.x - cWaeks.x);
int disty=Abs(cEgo.y - cWaeks.y);
if (Sonar && player.ActiveInventory==iGun)
{//if sonar is on and cwaeks is within 30 pixels and player has gun
if (distx<=30 && disty<=30)
{
//kill the npc
}
else
{
//you miss
}
}
}
Quote from: Ghost on Tue 06/03/2012 22:21:03
Nicely coded, smooth and surprisingly deep game all around- congratulations on this one!
I agree, the last hour of my first win was true grinding, but fortunately I never ran into a tight spot regarding money. It's also fitting that you can't win the game without having enough Secs.
And my best agent was a LADY. Who had "Dualnames" as a code name. Is there anything you want to tell me, Mr. Spanos?
if (Game.DoOnceOnly("copper_on_motor"))
{
cCrispin.FaceCharacter(cEgo, eBlock);
cCrispin.Say("Hey!");
cEgo.FaceCharacter(cCrispin, eBlock);
cCrispin.Say("She gave that to me as a token of her affection!");
cEgo.Say("I'll give you all the copper wiring you want once we're done here.");
cCrispin.Say("(Like I want a token of *your* affection.)");
}
//till this point everything appears perfectly
gWiring.Visible=true;
gWiring.Transparency=75;//TEMP
if (Game.DoOnceOnly("copper_on_igmotor2"))
{
cEgo.Say("I need to find a way to connect the colored nodes to each other without crossing any wires.");
cCrispin.Say("Why don't we just use the plasma torch?");
cEgo.Say("That's not going to work this time.");
cCrispin.Say("The crowbar?");
cEgo.Say("Nope.");
}
int gx,gy;
function repeatedly_execute_always()
{
gx=mouse.x;
gy=mouse.y;
///WIRING GUI////
wiringbomb=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if (gWiring.Visible==true)
{
if (wiringmode=="draw")
{
if (wiringbomb!=null)
{
if (wiringbomb==bwirea)
{
//drawline
if (Game.DoOnceOnly("tempmeasure"))
{
area=DynamicSprite.CreateFromExistingSprite(1229, true);
}
wirea=area.GetDrawingSurface();
wirea.DrawingColor=64512;
if (wirea.GetPixel(mouse.x, mouse.y)!=64512)
{
wirea.DrawLine(gx,gy, (mouse.x), (mouse.y));
}
wirea.Release();
bwirea.NormalGraphic=area.Graphic;
}
else
{
//don't draw
}
}
}
}
///WIRING GUI////
}
///WIRING GUI////
wiringbomb=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if (gWiring.Visible==true)
{
if (wiringmode=="draw")
{
if (wiringbomb!=null)
{
if (wiringbomb==bwirea)
{
//drawline
if (Game.DoOnceOnly("tempmeasure"))
{
area=DynamicSprite.CreateFromExistingSprite(1229, true);
}
wirea=area.GetDrawingSurface();
wirea.DrawingColor=64512;
if (wirea.GetPixel(mouse.x, mouse.y)!=64512)
{
wirea.DrawLine(mouse.x,mouse.y, (mouse.x), (mouse.y));
}
wirea.Release();
bwirea.NormalGraphic=area.Graphic;
}
else
{
//don't draw
}
}
}
}
///WIRING GUI////
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