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- {{XML_OBJC_Header | prev=PATR | type=PWRU | next=TRGV | name=PowerUp}} * Reminder: there are two ways to spawn powerups.2 KB (252 words) - 12:25, 5 April 2021
- **[[OBD:ONSA|ONSA]] Spawn Array (unused) *[[OBD:BINA/OBJC/PWRU|PWRU]] Powerup9 KB (1,513 words) - 19:31, 9 December 2023
- ...ive to someone via BSL function <code>chr_givepowerup</code>. Some enemies spawn with one. The wearer takes no damage from weapons until the force shield ha3 KB (582 words) - 18:47, 29 February 2024
- * while in point (vertex) mode, creating a flag/powerup/TV/weapon will move it to the selected point * while in object mode, creating a flag/powerup/TV/weapon will spawn it at 0, 0, 05 KB (812 words) - 21:55, 2 July 2022
- ...</tt> and <tt>ai2_spawn Top_Comguy_1</tt>. These commands tell the game to spawn two characters already named in the game data, Top_Striker_1 and Top_Comguy Since these characters do not spawn in the final room they must be teleported there. This time we'll use the <t15 KB (2,481 words) - 02:14, 6 May 2023
- |Powerup |Imported Spawn Array11 KB (1,616 words) - 19:33, 9 December 2023
- :[[TXMP]] (powerup glow) *(named) [[AISA]] (ONCC, ONWC children) (AI spawn)19 KB (2,609 words) - 22:41, 5 December 2023
- ...]]), animated objects ([[#OBAN|OBOA]]), skybox ([[#ONSK|ONSK]]) and AIs to spawn (well, the ones in [[#AISA|AISA]]; the ones in [[#BINA/OBJC/CHAR|CHAR]] nee {{XMLtype|BINA/OBJC/PWRU|PowerUp24 KB (3,891 words) - 16:26, 11 February 2024
- ...ndex associated with him/her. Typically the chr_index is determined by the spawn order of the characters. Characters can be spawned either by scripting or b ...:string | script_id:int] powerup:string [amount:int] - gives a character a powerup -chr_givepowerup 0 ammo 144 KB (7,703 words) - 19:12, 29 February 2024
- ...ve rise to the idea of having an own level for the main menu where you can spawn ambient music. Muro or another character could be previewed with their curr ** spawn AI53 KB (8,102 words) - 14:47, 24 March 2024