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Posted: Sun Sep 11, 2005 2:52 pm
by Enjay
Nothing wrong with that, but there are some reasonable shark sprites in Duke Nukem.

Posted: Sun Sep 11, 2005 4:27 pm
by Kristus
People still use truespace?

Posted: Mon Sep 12, 2005 10:20 am
by Phobus
You are? Wow, thanks, this'll have to past a test or two, but yeah, I think that may go in to be the sixth monster...

Posted: Mon Sep 12, 2005 5:59 pm
by solarsnowfall
Kristus wrote:People still use truespace?
And what's wrong with True Space? For making doom sprites, it's more than enough.

[edit] D'oh <sp>

Posted: Mon Sep 12, 2005 7:11 pm
by Kirby
Never really heard of Ture Space, but True Space happens to be fine for this kind of thing :P

Posted: Tue Sep 20, 2005 3:56 am
by justin024
Would something like this not work? I am pretty sure it would for the most part. You just want the easy way out. Make sure to use acs_executealways! You might want to double check all that yourself before actually applying it ;)

Code: Select all

int fish[3] = {1, 2, 3}; //Each fish has its own tid
int i = 0; //index counter
#define water_height -128 * 65536 //water limit, probably a good idea to be slightly lower than the actual fake floor, especially if there are terrain splashes

script 1 (void)
{
  i=0;
  while (i < 3)
  {
    if (getactorz(fish[i++]) >= water_height)
    {
       thrustthingz(fish[i - 1], 160, 1, 0);
    }
  }
  delay(15);
  i = 0;
  while (i < 3)
  {
    if (thingcount(t_none, fish[i++]) > 0)
    {
      restart;
    }
  }
}
EDIT: I have applied this script to my mod and it seems to work well