I just realized the cheat "GIVE ALL" charges the cube, I didn't think about that before.

I'm almost done with the base for most of it. When I finish these last few frames I'll post and then you'll see why it take 16.Alvas wrote:damn, logically you'd think it would be 8 because now the cube has two sides you have to show independently, why would you need 12 on top of the original 4?
We have all of these concepts already implemented, I will have a look at your cube thoughDOOMERO-21 wrote:Code: Select all
create 2 death states; projectile soulcube a damagetype for example: damagetype "sc" the monster: death: xxxx a 1 a_scream xxxx a 1 a_givetotarget("soul",1) xxxx a 1...... death.sc: nothing special here just dont put the inventory for activate the soulcube, but if you want the soulcube give health to the player then: death.sc: xxxx a 1 acs_execute(999,0) blah blah script 999 void { if (GetActorProperty(playerid, APROP_HEALTH) < 100 && GetActorProperty(playerid, APROP_HEALTH) > 0) { acs_execute(998,0); delay(5); } if (GetActorProperty(playerid, APROP_HEALTH) >= 100) { acs_terminate(998,0); delay(1); } restart; } script 998 (void) { ambientsound("regeneration",127); giveactorinventory(playerid,"health",5); delay(5); } script 997 enter { if checkactorinventory(playerid,"soul")>4); { giveinventory("activate",1); delay(1); } if checkactorinventory(playerid,"soul")<5); { takeinventory("activate",1); delay(1); } now the weapon soulcube you need 2 ready states; ready; xxxx a 0 a_jumpifinventory("activate",1,"ready2") xxxx a 1 a_weaponready(WRF_NOFIRE) loop ready2: xxxx a 1 a_weaponready loop fire: here for the attack of the soulcube, note only is enabled is "activate" is true.... something like this, this method i used on my mod usd3mod, maybe can help you this code...
This is good I like how it looks I've fixed the appearance of the PNG sprites in XWEAlice Jameson wrote:It's not quite done yet but here is what I have so far. I haven't done the new pickup/firing sprites yet. This just demonstrates the rotation.
http://files.drdteam.org/index.php/file ... ulcube.zip
Spoiler: