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(10-24-2008, 09:25 PM)Blue-Phoenix Wrote: Wished a little "broken-weapon-effect" there, which might be realized with a bdy-check. As soon as there isn't any bdy of the weapon anymore, some frames will be activated that show the bandit disappearing or sorta that. Hope you get the idea. This would be awesome if you could implement that!
have you ever made a custom broken effect? because that doesnt sound all that practical
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(10-24-2008, 10:42 PM)YinYin Wrote: (10-24-2008, 09:25 PM)Blue-Phoenix Wrote: Wished a little "broken-weapon-effect" there, which might be realized with a bdy-check. As soon as there isn't any bdy of the weapon anymore, some frames will be activated that show the bandit disappearing or sorta that. Hope you get the idea. This would be awesome if you could implement that!
have you ever made a custom broken effect? because that doesnt sound all that practical I thought about it just now again to figure out what might be in my way aka. probs. In theory it works, I'll just need to set it up in a dat-file... Oh, please, let this work, the idea is so awesome
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10-24-2008, 10:49 PM
(This post was last modified: 10-24-2008, 10:50 PM by Silverthorn.)
in any case ive solved it differently :p
go ahead tho and post the result so he can add blood spatter to his bandit
I'll do it later, too tired right now -_- ~Blue
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or...how about the bandit gets up and runs away instead of breaking or anything?
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LOL that'd be funny
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Kayz, obviously I don't find time to test this out on dat-files, so here's my theory:
Actually, Az said exactly what I was thinking about. wpoints.
When the item falls to the ground, an opoint will create an object which is being held as a light weapon (opoint:/kind: 2). In every frame, you'll have a wpoint with a certain action-value (I'd recommend some value >80 to avoid problems). I tested this effect on Freeze: when you opoint the sword and then disappear by a next: 1000, the sword will fall down => goes to a different frame. Anyways, the object has a next-value, and, as far as I think, this next would just be cared about if it isn't being manipulated by a wpoint, which it is. The wpoint is supposed to prevent the object from going to the next frame. But as soon as the weapon loses all its hp, it'll disappear, so nothing will hold the object. This object will now start the sequence of the broken sprites, so this is something fairly easy
On a side note, while writing this, I just had an idea on how to create only one object during falling frames. The point is, to first use a weaponact: 1000 to make the held object disappear, and in the next frame immediately create a new object in the old one's place. Chances are pretty low that the weapon will touch the ground in the moment, it'll be object-less. If you time it correctly, it's even completely evitable.
I tried to write it as easy as possible, just ask if you've any further questions
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blue - before you said something about a bdy check - this is quite different, or in other words exactly what i did for julio
(10-25-2008, 02:25 PM)Drahcir Wrote: Well, even YinYin's weaponpack is broken-free :D:D:D:D have you ever looked at the release date? :p
it might be my second data work whatsoever (10-26-2008, 08:19 PM)Azriel Wrote: think wpoints exactly
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Well, I'll update it soon--don't have time right now...
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