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[solved] Problem: More enemies = longer Move
#4
(04-28-2009, 08:09 PM)Azriel Wrote:  opoint an invisible ball that does the attack. make this ball have the high vrest and make it disappear after 2 frames or something. next frame of your char's move he opoints another ball that does the next frame's attack. this way there's no "delay" because we delete the itr each frame and opoint another.



Azriel~

*thinking about it some time*
Hey, that's great! I thought about using ONE T3, but not about using multiple... i will give that a try ^^


OMG YOUR SOLUTION WAS GREAT!
Everythink is working PERFECT now, the damage and attack duration is always the same, regardless of enemy count and balancing the attack out is way easier now ^^ THANX
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Alblaka
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RE: Problem: More enemies = longer Move - by Alblaka - 04-28-2009, 08:36 PM



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