jaybitts10
Member
I Needed a hyper form from CrossMomentum, but....
Things didnt work out for my addon for the hyperform... Heres what happened:
I Tried to make the lua for the Hyper form, but It gave me a warning, My code looks like this:
How do I Make my hyper form Fine without it going crazy?
sorry if I went into the wrong board btw.
dang it, the gif didnt go, heres the video:
Things didnt work out for my addon for the hyperform... Heres what happened:
I Tried to make the lua for the Hyper form, but It gave me a warning, My code looks like this:
Code:
local function SpawnHyperSparkles(player)
if player.hyper and player.hyper.capable and player.powers[pw_super] and player.mo.skin == "jayt"
local hypersparkle = P_SpawnMobjFromMobj(player.mo, 0, 0, 20*FRACUNIT, MT_JTHYPERSPARKLES)
hypersparkle.momx = P_RandomRange(-5, 5) * FRACUNIT + FixedMul(-12, 12, player.mo.scale)
hypersparkle.momy = P_RandomRange(-5, 5) * FRACUNIT + FixedMul(-12, 12, player.mo.scale)
hypersparkle.momz = P_RandomRange(-5, 5) * FRACUNIT + FixedMul(-12, 12, player.mo.scale)
//hypersparkle.fuse = 6
hypersparkle.scale = player.mo.scale * 20/22
hypersparkle.source = player.mo
if hypersparkle.source.player == displayplayer
local chasecam = CV_FindVar("chasecam")
if (chasecam.value == 1)
hypersparkle.flags2 = $ & ~MF2_DONTDRAW
elseif (chasecam.value == 0)
hypersparkle.flags2 = $ | MF2_DONTDRAW
end
end
return hypersparkle
end
end
addHook("PlayerThink", function(player)
if player.mo.skin == "jayt"
--You need to collect 100 rings while in your normal form before transforming to go hyper.
if player.rings > 99 and not player.powers[pw_super]
player.hyper.capable = true
end
--If you haven't collected enough rings, *swear words*, you aren't going hyper.
if player.rings < 99 and not player.powers[pw_super]
player.hyper.capable = false
end
if player.hyper.capable and player.powers[pw_super]
--Hyper forms don't need to breathe.
if (pmo.eflags & MFE_UNDERWATER)
player.powers[pw_underwater] = 0
end
if P_InSpaceSector(pmo)
player.powers[pw_spacetime] = 0
end
end
if player.rings < 2
and player.hyper
and player.hyper.capable
and player.powers[pw_super] > 0
and player.mo.skin == "jayt"
P_GivePlayerRings(player, 9)
player.hyper.capable = false
P_PlayJingleMusic(player, "_super", nil, true, JT_OTHER)
if G_RingSlingerGametype()
COM_BufInsertText(server,"csay "..player.name.."\\IS NO LONGER HYPER AND CHANGED INTO SUPER.\\\\\\\\")
S_StartSound(nil, sfx_s3k9c)
end
end
end
end)
addHook("PlayerThink", SpawnHyperSparkles)
addHook("PlayerThink", function(player)
if player.mo.skin == "jayt"
if player.hyper.capable and player.powers[pw_super]
if (player.cmd.buttons & BT_CUSTOM1)
player.mo.state = S_PLAY_FIRE_FINISH
P_SpawnPlayerMissile(player.mo, MT_KNIF)
elseif (player.cmd.buttons & BT_CUSTOM3)
player.hyper.capable = false
end
if (leveltime % 35 == 18) and player.hyper.capable and player.powers[pw_super]
P_GivePlayerRings(player, -1)
end
if (player.cmd.buttons & BT_SPIN) and P_IsObjectOnGround(player.mo) and not player.pressedspin
S_StartSound(player.mo, sfx_zoom)
P_Thrust(player.mo, player.mo.angle, 60*FRACUNIT)
player.mo.state = S_PLAY_RUN
P_NukeEnemies(player.mo, player.mo, 1536*FRACUNIT)
S_StartSound(player.mo, sfx_hprdsh) // aka Super Dash
player.pressedspin = true
else
player.pressedspin = false
end
if (player.cmd.buttons & BT_JUMP) and not (player.pflags & PF_THOKKED) and not P_IsObjectOnGround(player.mo)
player.mo.state = S_PLAY_FALL
P_Thrust(player.mo, player.mo.angle, 60*FRACUNIT)
P_SpawnPlayerMissile(player.mo, MT_THOKSPARKLE)
P_NukeEnemies(player.mo, player.mo, 1536*FRACUNIT)
S_StartSound(player.mo, sfx_hprdsh)
player.pflags = $|PF_THOKKED
end
end
end
end)
How do I Make my hyper form Fine without it going crazy?
sorry if I went into the wrong board btw.
Post automatically merged:
dang it, the gif didnt go, heres the video:
Last edited: