- Posts: 845
- Thank you received: 136
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Frostfire wrote:
it can go 4.xx with some kind of crazy edgehit i think
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package resetMusic {
function onMissionReset() {
if (MissionInfo.name !$= "Beep Block Road") {
error("Not Beep Block Road, deactivating resetMusic package.");
deactivatePackage(resetMusic);
onMissionReset();
return;
}
error("resetMusic");
Parent::onMissionReset();
pauseMusic();
resumeMusic();
}
};
activatePackage(resetMusic);
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RadiantVibe wrote:
I'd like to note that sub-4 is possible without an edge hit on Follow That Finish
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Ralph wrote:
RadiantVibe wrote:
I'd like to note that sub-4 is possible without an edge hit on Follow That Finish
May I ask you a video proving your theory?
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Perilous Palace Path will not be in further production because the idea may seem too complicated. Plus, moving objects are really underused. Tri-bowl I'm heavily debating on whether or not I'll keep making it, but we shall see.Weather wrote:
Since Constructor isn't a problem anymore, will you continue levels like Tri-Bowl and Perilous Palace Path?
I tried doing such thing, but when I respawned on the checkpoint, the MP doesn't seem to move back. This was done by using the level editor, although I might have to edit with constructor again.Threefolder wrote:
I noticed that the Moving Platform doesn't reset. You can make it reset when respawning or otherwise by copying the MustChange trigger that activates the platform, setting the copy's "targetTime" to 0, and "instant" to 1, and placing the trigger over the checkpoint.
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