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With wpoint, you control everything related weapons.

wpoint:
Start.
kind:
Kind: 1 is used for characters while they are holding a weapon or throwing it with dvx/y/z (this is almost always the case). If you want to drop a weapon without using dvx/y/z, you can use kind: 3 (Freeze Sword). In the weapon dat.-files, you  always use kind: 2. That means that the weapon is  being held and can be moved by the character. This is why all of the other following tags (not the coordinates!) are always 0 in weapons.
x: ...
y: ...
Holding Coordinates - used to determine where the character should hold the weapon.
weaponact:
In character data, you note which frame of the weapon should be used (depends on if it's a light or a heavy weapon).
attacking:
Attacking and the "Weapon_strength_list" at the beginning of the weapon dat.-file are connected. If it's 0 the weapon doesn't do any damage, but if you use 1-4, you'll activate the corresponding entry in the list. By using this, you can make the vary the strength of the weapon in different frames.
cover:
If you want the weapon to be shown behind the character (Rudolf), you have to use a value of 1, otherwise use 0.
dvx: ...
dvy: ...
dvz: ...
If you want to throw the weapon, you have to use these tags. Since the horizontal distance that you throw the object depends on the vertical movement of the throw, I can't create a sample list, so you have to try it out yourself. The only thing you have to care is that if you want to throw the weapon in a boot you have to use a negative dvy - the gravity effect will bring the weapon back to the floor.
wpoint_end:
End.
   
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