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[solved] Explosion's circular radius - how to?
#1
I want a big circular (horizontal, vertical and diagonal) radius of my explosion. What parameters constitutes it?
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#2
In the itr/kind:0 of the explosions frames there's an area defined with x/y/h/w just like in normal bodys.
That are the parameters for the x and y axis, for the z axis you need to mess around with the "zwidth"-tag.

Probably you should read the mainside-section about frames and itr's once more ^^

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Thanks given by: paschendale
#3
The area an attack affects is set in the itr. If you take firens explosion you'll find:
itr:
kind: 0 x: 15 y: 6 w: 128 h: 123 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
x: and y: determine where the area starts (x: 15 would mean 15 pixels right from the left edge of the sprite) while w: and h: determine how big the area extends from there on. zwidth: sets the diagonal area (which probably isn't a circle, but you don't notice the difference in-game)
Edit: Ninja
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Thanks given by: paschendale , Alblaka
#4
OK, thanks to both. I got it now.
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#5
you might also wanna note that effect 22 (with fire) and 23 make the direction vectors (dvx and dvy) radial - so enemys get blown away at different angles and directions depending on where they came from
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