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Weapon: Weapon with dvz?
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10-22-2014, 12:08 PM
(10-22-2014, 11:43 AM)Gad Wrote: Ok. you can let a ball create the wepons. since you can control the z of balls, it should work. or do you need weapons to move after creation? ![]() ![]() ![]()
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. ![]() ~Spy_The_Man1993~ Steiner v3.00 (outdated), Challenge Stage v1.51 Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer LF2 Rebalance Avatar styled by: prince_freeza
10-22-2014, 04:56 PM
(10-22-2014, 04:41 PM)STM1993 Wrote: I take it that you want to do something similar to Woody's D>A except that the character throws weapons?I'm afraid not. The way hit_j: works (as far as I'm aware) is simply moving the object up or down by whatever specified, it doesn't actually change the velocity of the object. On top of that I think hit_j: only works this way in type: 3 object (balls). I may have a solution, but it will require modifying the executable. There may be a solution involving data changing only, but it would most likely be buggy.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels. An unsound argument is not the same as an invalid one. volatile in C++ does not mean thread-safe. Do not make APIs unnecessarily asynchronous. Make C++ operator > again Trump is an idiot.
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.
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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