SpawnObjectRelative
WTF does that mean?The Wiki said:Spawns an object of Var2, lower 16 bits type, at a location relative to the calling object. The Z offset is determined by the Var2 upper 16 bits, X offset by Var1 Upper, and Y offset by Var1 Lower. The expressions for this are Object + (Z × 65536) and Y + (X × 65536).
ONe of you FOFs with a tag of 7 has a top height less that of the bottom
astar said:Are you sure? Its a S_SKIN recolor
NEW QUESTION!
How do I make a console command happen when the level starts?
Level 1
LevelName = GREENFLOWER
Act = 1
MusicSlot = 1
NextLevel = 2
TypeOfLevel = 4099
SkyNum = 1
RUNSOC = Test [color=red]<---- here is your script in wad loader[/color]
wait 90; god; wait 90; noclip; wait 90; map map03;
astar said:ANOTHER QUESTION
I got this error:
Code:ONe of you FOFs with a tag of 7 has a top height less that of the bottom
Usually this would be very specific but there's a problem: I don't have a Sector Tag of 7 anywhere.
Monster Iestyn said:SilverESP said:Are the sprites in 256 BMP color?
If not, change it.
Why would anything SIGSEV because of that? It must be in 256 bmp colour, as it would have been converted to that when it was put in...
*sigh*
no can do: in a level pack already.... and I don't know which one it is (probably the last one 'cause when the finishes it SIGSEGVs)SilverESP said:astar said:ANOTHER QUESTION
I got this error:
Code:ONe of you FOFs with a tag of 7 has a top height less that of the bottom
Usually this would be very specific but there's a problem: I don't have a Sector Tag of 7 anywhere.
Copy paste the level in another new map.
Tried that: didn't workSilverESP said:If it isn't in the srb2 color pallete of course it will crash.
They must be in 256 BMP COLOR or it will not work.
The other bmp color formats fail to work in srb2.
SRB2WikiSonicMaster said:Upload the WAD. If it's an error I haven't seen people make, I'll elaborate more on this on the Wiki.
One of you FOFs with a tag of 7 has a top height less that of the bottom
SilverESP said:Monster Iestyn said:SilverESP said:Are the sprites in 256 BMP color?
If not, change it.
Why would anything SIGSEV because of that? It must be in 256 bmp colour, as it would have been converted to that when it was put in...
*sigh*
If it isn't in the srb2 color pallete of course it will crash.
They must be in 256 BMP COLOR or it will not work.
The other bmp color formats fail to work in srb2.
Chaos said:Astar is now the new Sonic64.
astar said:OKay,
I'm using Linedef type 15. It h as the INtangible, invisible FOF applied, so when all the enemies are dead, my lindef type 106 doesn't work. Why? (my lengths are applied correctly)