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Down direction diagonally ball that hit ground
#11
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
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#12
(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:
there can be another method.
if teh ball is always summoned in the exact same place.
aka you can only use it on the ground and it comes down from the ground you can use a postitive dvx and a postivie dvy so the ball moves to the right and down
then determine the wait value that once it reaches the shadow you make the next teh hiting frame
cause otherwise it'll go below the ground and keep falling down.

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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#13
Type 1. Code everything same as a ball. Frame 60 is the frame where it hits the ground.
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#14
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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