09-21-2011, 05:08 PM
He means something like nino's ball that shoots down and dont chase. I think its something like a type: 1 object that has only some frames important (not all) and the hit_ground frame opoint an object
Down direction diagonally ball that hit ground
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09-21-2011, 05:08 PM
He means something like nino's ball that shoots down and dont chase. I think its something like a type: 1 object that has only some frames important (not all) and the hit_ground frame opoint an object
09-21-2011, 05:10 PM
(This post was last modified: 09-21-2011, 05:12 PM by bashscrazy.)
(09-21-2011, 05:08 PM)Electric Shock Wrote: He means something like nino's ball that shoots down and dont chase. I think its something like a type: 1 object that has only some frames important (not all) and the hit_ground frame opoint an object (09-21-2011, 02:04 PM)bashscrazy Wrote: EDIT: That should work and here: "omes down from the ground" i mean down from above so the ball comes down once you determine how long the wait should be till it reaches teh shadow ala the ground you make the next value the hiitting so it blows up or w/e also if it hits before reaching the ground it'll use the hitting frames also so ye!
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09-22-2011, 05:40 PM
Type 1. Code everything same as a ball. Frame 60 is the frame where it hits the ground.
09-23-2011, 06:11 PM
I'm not exactly how I did it, but I did make a beam that was shot to the ground diagonally before. I don't have time to check it out right now, but you can use Nino's data as reference. I think if you modify Nino's downbeam (or ball), you only need to change some dvx values to get it working. You can use that part of Nino's data if you please.
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