08-18-2013, 05:20 PM
Hi.
I've been overdoing this topic like 5 times already. I can't find anything that will help me in the Solved section. So...
I want to create a blast, that goes diagonaly from up.
When I use type 3 with hit_Fa 3 it doesn't work.
It acts just like it doesn't hit the ground.
There is frame 60, frame 10, frame 20 and 30. Ball goes to 10, 20 and 30 frames in cases, but somehow it looks like it ignores the ground.
I've checket type: 1
It's buggy. After it hits an opponent it appears like 100 units under him, instead of staying in it's place.
I'm not willing to create it a weapon anyway, because I will be messing with the gravity and I need to work with dvy.
I've been overdoing this topic like 5 times already. I can't find anything that will help me in the Solved section. So...
I want to create a blast, that goes diagonaly from up.
When I use type 3 with hit_Fa 3 it doesn't work.
It acts just like it doesn't hit the ground.
Code:
<frame> 150 flying
pic: 4 state: 3000 wait: 2 next: 150 dvx: 10 dvy: 3 centerx: 28 centery: 27 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
itr:
kind: 0 x: 8 y: 6 w: 29 h: 13 dvx: 5 fall: 70 vrest: 10 bdefend: 16 injury: 35
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 25 h: 13
bdy_end:
<frame_end>
There is frame 60, frame 10, frame 20 and 30. Ball goes to 10, 20 and 30 frames in cases, but somehow it looks like it ignores the ground.
I've checket type: 1
it looks liek this (Click to View)
Code:
<bmp_begin>
file(0-7): space_f\shot.bmp w: 40 h: 31 row: 4 col: 2
weapon_hit_sound: space_f\sfx\blast_out.wav
weapon_drop_sound: space_f\sfx\blast_out.wav
weapon_broken_sound: space_f\sfx\blast_out.wav
<bmp_end>
<frame> 0 hiting
pic: 6 state: 3001 wait: 1 next: 11 dvx: 1 dvy: 550 centerx: 28 centery: 20 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 10 hiting
pic: 6 state: 3001 wait: 1 next: 11 dvx: 1 dvy: 550 centerx: 28 centery: 20 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 550 centerx: 28 centery: 20 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hiting
pic: 6 state: 3001 wait: 1 next: 11 dvx: 1 dvy: 550 centerx: 28 centery: 20 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 hiting
pic: 6 state: 3001 wait: 1 next: 11 dvx: 1 dvy: 550 centerx: 28 centery: 20 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 40 hiting
pic: 6 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 550 centerx: 28 centery: 20 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 60 hiting
pic: 6 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 550 centerx: 28 centery: 21 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 150 flying
pic: 4 state: 3000 wait: 2 next: 151 dvx: 10 dvy: 3 centerx: 28 centery: 27 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
itr:
kind: 0 x: 8 y: 6 w: 29 h: 13 dvx: 5 fall: 70 vrest: 10 bdefend: 16 injury: 35
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 25 h: 13
bdy_end:
<frame_end>
<frame> 151 flying
pic: 5 state: 3000 wait: 2 next: 152 dvx: 10 dvy: 2 centerx: 28 centery: 27 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
itr:
kind: 0 x: 8 y: 6 w: 29 h: 13 dvx: 5 fall: 70 vrest: 10 bdefend: 16 injury: 35
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 25 h: 13
bdy_end:
<frame_end>
<frame> 152 flying
pic: 4 state: 3000 wait: 2 next: 153 dvx: 10 dvy: 1 centerx: 28 centery: 27 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
itr:
kind: 0 x: 8 y: 6 w: 29 h: 13 dvx: 5 fall: 70 vrest: 10 bdefend: 16 injury: 35
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 25 h: 13
bdy_end:
<frame_end>
<frame> 153 flying
pic: 5 state: 3000 wait: 2 next: 154 dvx: 10 dvy: 1 centerx: 28 centery: 27 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
itr:
kind: 0 x: 8 y: 6 w: 29 h: 13 dvx: 5 fall: 70 vrest: 10 bdefend: 16 injury: 35
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 25 h: 13
bdy_end:
<frame_end>
<frame> 154 flying
pic: 4 state: 3000 wait: 2 next: 155 dvx: 10 dvy: 0 centerx: 28 centery: 27 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
itr:
kind: 0 x: 8 y: 6 w: 29 h: 13 dvx: 5 fall: 70 vrest: 10 bdefend: 16 injury: 35
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 25 h: 13
bdy_end:
<frame_end>
<frame> 155 flying
pic: 5 state: 3000 wait: 2 next: 10 dvx: 10 dvy: 0 centerx: 28 centery: 27 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3
itr:
kind: 0 x: 8 y: 6 w: 29 h: 13 dvx: 5 fall: 70 vrest: 10 bdefend: 16 injury: 25
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 25 h: 13
bdy_end:
<frame_end>
I'm not willing to create it a weapon anyway, because I will be messing with the gravity and I need to work with dvy.