Speaking of which, I never did update the scripts I've got linked... But I was thinking I should just post them here instead, anyway. I'll probably do that this weekend.
Anyway, another small update because I messed up flickering. :p
Speaking of which, I never did update the scripts I've got linked... But I was thinking I should just post them here instead, anyway. I'll probably do that this weekend.
Anyway, another small update because I messed up flickering. :p
Last edited by Saffith; 12-21-2012 at 10:53 PM.
Another update. This will invalidate existing saved games. (Generally the case, but I thought I'd start mentioning it.)
There's a particularly high chance of new bugs this time, so be ready for that.
- It's finally possible to read and change ghosted enemies' properties from other scripts using the functions GetEnemyProperty() and SetEnemyProperty().
- SetEWeaponMovement() now takes another argument. Some similar weapon movement types have been merged with the differing functionality now controlled by the second argument.
- The movement functions have been rewritten to be more accurate and faster.
- The FireEWeapon functions can now take -1 for the sprite and sound arguments to use defaults for the weapon type.
- 2x2 shadows are now used for enemies 3x3 and larger. (Only applies if GH_FAKE_Z or GHF_FAKE_Z is used)
- Added GHF_STATIC_SHADOW for enemies whose shadows should never animate. (Only applies if GH_FAKE_Z or GHF_FAKE_Z is used)
Last edited by Saffith; 03-01-2013 at 02:45 PM.
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