Sapheros
Member
Okay, so I'm trying to use no-spin-jump on a silver wad that's lying around my files. I changed what I needed to change to use for the script, but it wouldn't seem to work....
I suck at uploading gifs online so I'll be using Gfycat to show gifs
http://gfycat.com/SameFamiliarJavalina
This Gif shows that the first jump kills enemies
http://gfycat.com/GargantuanDirtyBergerpicard
This Gif shows that while holding the jump button, silver will do a consecutive jump that actually IS the no-spin-jump lua working.
Here's the script, ignore the first section:
So yeah, i have no idea what is happening, considering I suck at lua, like almost every 2.1 newbie.
And if i could also get some way to figure out how to map a CA_ABILITY1 to the spin button, i would kindly appreciate it.
I suck at uploading gifs online so I'll be using Gfycat to show gifs
http://gfycat.com/SameFamiliarJavalina
This Gif shows that the first jump kills enemies
http://gfycat.com/GargantuanDirtyBergerpicard
This Gif shows that while holding the jump button, silver will do a consecutive jump that actually IS the no-spin-jump lua working.
Here's the script, ignore the first section:
Code:
addHook("ThinkFrame", do
for player in players.iterate
if (player.mo and player.mo.skin == "silver")
if (player.cmd.buttons & BT_USE)
if not (((player.cmd.buttons & BT_ATTACK) or (player.cmd.buttons & BT_FIRENORMAL)) and (player.pflags & PF_ATTACKDOWN)) //noope, no firing rings at the same time :E
and not (player.weapondelay) //no shooting when weapondelay hasn't gone back to 0 yet
and not (player.pflags & PF_NIGHTSMODE) //no shooting when NiGHTS Super Sonic!
and not (player.pflags & PF_ROPEHANG) //rope hangs use spin for letting go
and not (player.pflags & PF_MACESPIN) //control chains use spin for shifting angle I think?
and not (player.pflags & PF_TAGGED) //no shooting when tagged
and not (player.pflags & PF_STASIS) //no shooting when in stasis in tag mode either
and not (player.mo.tracer and player.mo.tracer.type == MT_TUBEWAYPOINT) //no shooting when following a zoomtube
and not (player.pflags & PF_SPINNING) //no shooting when ...spinning?
// fire away!
local th = P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z + player.mo.height/2, MT_THOK)
// missiles can't hurt their targets, note
th.target = player.mo
end
end
end
end
end)
addHook("MobjSpawn", function(mo) mo.jumping = 0 end, MT_PLAYER)
addHook("ThinkFrame", do
for player in players.iterate
if player.mo and player.mo.skin == "silver" then
if not (player.pflags & PF_NIGHTSMODE)
and (player.cmd.buttons & BT_JUMP)
and not (player.mo.state == S_PLAY_PAIN)
and not (player.pflags & PF_MACESPIN)
and not (player.pflags & PF_STASIS)
and (player.mo.jumping == 0)
and (P_IsObjectOnGround(player.mo))
player.mo.state = S_PLAY_SPRING
P_SetObjectMomZ(player.mo, FRACUNIT*10, false)
S_StartSound(player.mo, sfx_jump)
player.mo.jumping = 1
end
if player.mo.jumping == 1
and not (player.cmd.buttons & BT_JUMP)
player.mo.jumping = 0
end
end
end
end)
And if i could also get some way to figure out how to map a CA_ABILITY1 to the spin button, i would kindly appreciate it.