gggmork
If you can make any sense of this post, congratulations

Posts: 2375
Registered: 06-07 |
That makes sense.
I was actually kinda doing an alternating height change, similar to floatbob, but didn't try the actual decorate 'hard coded' floatbob:
code:
#include "zcommon.acs"
script 1 enter
{
int i = 0;
while(1)
{
//setactorpitch(1,-5825);
//print(f:getactorpitch(1)<<16);
for(i=0;i<3;i+=1)
{
delay(10);
thrustthingz(1,1,0,0);
}
for(i=0;i<3;i+=1)
{
delay(10);
thrustthingz(1,1,1,0);
}
}
}
I'm pretty sure doing a delay of only 1 messes it up, like maybe the thrust takes more than 1 tic so needs to wait longer until next thrust or something.
Actually, this whole acs coded setup where "scripts" are so completely modular with their own delays has always interested me, and not sure if I'd figure out how to do similar when coding my own game. My guess is the main "game" has a big "while 1" loop, then each script is treated like a big string that is directly executed or something. And if it has "delay bla" then a counter counts down from bla until executing that script string again on further iterations.
It could be weird to make the sky look like its quaking or something. I was going to try making the sky camera go on some path through hoops or something as an experiment, but now I know not to bother w/ angle or pitch.
You should make some super complex special effects map or something since you know just about every minor detail there is to know off the top of your head it appears.
Last edited by gggmork on 01-05-13 at 01:45
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