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dg1423

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Everything posted by dg1423

  1. @robin: He has a space game, he wants the npcs to shoot the lasers that the spaceships shoot, arrows would be easier. Plus you just have to check if they have an equal axis, and use that to start an arrow from them.
  2. 2.8 GUI will be awesome, if they use the one I saw was planned.
  3. instead of Pass=0 use CheckRequirements=0 in the function
  4. prolly A+? "with Alice" makes me think you're gonna take A+
  5. Dim DropRoll Dim Dropped Dropped = 0 Do While Dropped = 0 DropRoll = Rand(24, 1) if GetPlayerInvItemNum(Index, DropRoll) > 0 then Call PlayerMapDropItem(Index, DropRoll, 0) Dropped = 1 end if loop
  6. works for me O.o post your main, maybe it's bugged.
  7. in Sub OnDeath, take out those setMap, X, and Y lines and replace em with this: ``` Dim mapnum Dim x dim y mapnum = GetVar("scripts\charextras\" & trim(GetPlayerName(index)) & ".ini", "respawn", "map") x = GetVar("scripts\charextras\" & trim(GetPlayerName(index)) & ".ini", "respawn", "x") y = GetVar("scripts\charextras\" & trim(GetPlayerName(index)) & ".ini", "respawn", "y") Call PlayerWarp(index, mapnum, x, y) ```
  8. yay Reguba *high-fives* I'm takin highschool and college classes too. xD
  9. make the size of the actual sheets smaller, and make the size of Sprites.bmp the size of 1 sprite. should probably work. not sure.
  10. yea, but I'm busy at work, so I'm not really able to make or explain much right now. xD
  11. nah, just depends on if he has Sub DropItems in his main, here's the default one incase you don't ``` Sub DropItems(Index) If GetPlayerWeaponSlot(Index) > 0 Then Call PlayerMapDropItem(Index, GetPlayerWeaponSlot(Index), 0) End If If GetPlayerArmorSlot(Index) > 0 Then Call PlayerMapDropItem(Index, GetPlayerArmorSlot(Index), 0) End If If GetPlayerHelmetSlot(Index) > 0 Then Call PlayerMapDropItem(Index, GetPlayerHelmetSlot(Index), 0) End If If GetPlayerShieldSlot(Index) > 0 Then Call PlayerMapDropItem(Index, GetPlayerShieldSlot(Index), 0) End If If GetPlayerLegsSlot(Index) > 0 Then Call PlayerMapDropItem(Index, GetPlayerLegsSlot(Index), 0) End If If GetPlayerRingSlot(Index) > 0 Then Call PlayerMapDropItem(Index, GetPlayerRingSlot(Index), 0) End If If GetPlayerNecklaceSlot(Index) > 0 Then Call PlayerMapDropItem(Index, GetPlayerNecklaceSlot(Index), 0) End If End Sub ``` and if you do have it, remove the "Exit Sub" line at the top of it, or else it won't work. It apparently doesn't drop all teh items, just the equipped items.
  12. use custom menus, they're not too complicated and very useful. I think someone made a tut, but I'm not sure.
  13. @shadow: so what happened?
  14. I can't see the picture, and I get "Connection reset if I copy the link XD
  15. it's easy to make, just saying that he could use DropItems if he wants. I like the one I made for Bobbus a wile back which dropped a random equipped item and a random item from your inventory with a chance of not dropping 1 or both.
  16. oh didn't see that he wanted 3 behind. meh, now he knows.
  17. I dun have a page builder, but I can host ya if you want.
  18. wtf… that came out weird. First time imageshack messed up a picture. I'll edit it now EDIT: There we go.
  19. >_>. no. 1\. Use 2.7 2\. Open your Main.txt , find "Sub OnDeath(index)", and in there add "Call DropItems(index)". That's it. (remember no quotes though)
  20. ![](http://img362.imageshack.us/img362/7642/78486991ac3.jpg)
  21. I've always wanted to be normal o.O
  22. because he doesn't actually have a weakness. and if that really was chuck norris, the paddle would've snapped in half
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