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Ok.
I know I can use hit_j: 50+- to operate dvz in balls. I belevie it's just for objects with type 3. (correct me if im wrong)
What if I want to move a weapon in Z direction on spawn? Type 4
I tried to use hit_j, but it didn't seem to work.
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I want to move object after a spawn.
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10-22-2014, 04:41 PM
(This post was last modified: 10-22-2014, 04:46 PM by STM1993.)
I take it that you want to do something similar to Woody's D>A except that the character throws weapons?
What if the 1st frame of the thrown weapon is a ball frame like 3000 with hit_j, and then the 2nd frame goes back to being a normal weapon frame, would it retain the momentum of its z-movement? Or basically what mfc said, except you make the ball transform into the weapon.
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hit_j doesnt even work on this object, regardless to the state
so i would need to use transformation state, which gives a simple mess, also as Someone else said - seems like hit_j doesn't add a value to the vector but simply moves the object
I want my character to grenades in few directions at once and facing: xx doesn't seem to look fancy, so I will probably have to go with type: 3 object with hit_Fa settings, but this won't allow the grenades to be picked. So i basically will need to spawn balls, which go down with dvy, then, after hitting the ground they spawn another grenades, pickable, which explode after some time.
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10-22-2014, 11:17 PM
(This post was last modified: 10-22-2014, 11:21 PM by YinYin.)
If you can live with a slight delay and a lot of fine tuning you could use the facing in combination with an invisible ball that blocks the weapon movements only (itr kind 14). The blocking object could move along x and z to give each weapon from the facing a different offset (kind of like a shutter opening from one side) - however they would still all appear at the same time. If pulled off optimal the whole process should run completely invisibly during a wait 1 duration.
Alternatively you could try to spread them out on the z axis with a well placed weapon specific whirlwind itr.
edit: again this may be more trial and error than you are willing to put up with - maybe I'll throw some samples into the timer thing.
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I will try using whirlwind itr, which is probably the best idea for now. The whole rest seems kinda hard to be configured.
I wanted to make it with type 3 hit_j, but I need it to go to the certain frame at hitting ground, so I need to use hit_fa, which autmatically makes the 'ball' chase enemy a little. goddamit
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10-24-2014, 03:01 PM
(This post was last modified: 10-24-2014, 03:02 PM by Nyamaiku.)
simple way: make it a regular ball and use dvy to do the up and down movement. give the ball a hit_a timer, which will lead it into a frame with hit_Fa right before it touches the ground(to allow ground hitting). hope you understand
back from the dead.....kinda
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