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11-15-2011, 01:53 PM
(This post was last modified: 11-15-2011, 04:51 PM by mfc.)
Hello..
I want a weapon to go to a specific action/frame after "staying on the ground for a while".
For example rocks will get destroyed after 10 secs if it doesn't get used.
I tried to apply this with a wait: 200 timer frame or smthng like that but i guess it didn't worked because of smthng hardcoded on hex...
Any help or suggestions?
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Maybe by using a ik8.
When weapon hit the ground,it opoint a t0,object.And then weapon interact with ik8 on this t0 object,to disappear.
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(11-15-2011, 01:53 PM)xmfcx Wrote: Hello..
I want a weapon to go to a specific action/frame after "staying on the ground for a while".
For example rocks will get destroyed after 10 secs if it doesn't get used.
I tried to apply this with a wait: 200 timer frame or smthng like that but i guess it didn't worked because of smthng hardcoded on hex...
Any help or suggestions?
1.first why u need it?
2.u are dc,but i think its easy,i have few suggestions:
make wait big enought for ur wanned sec.
Try to make more frames of "on ground"or smthing similiar and on those frames make wait big enough for they sum will be 10 s.
Make spec bdy for all weapons and one thing for them to make after 10 s to destroy it.
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11-15-2011, 02:16 PM
(This post was last modified: 11-15-2011, 02:20 PM by mfc.)
@empirefantasy:
No.. Itrk8 would be buggy in here.
Ai and comlogos makes it worse..
@Monolith:
1) I need it for a secret project, i can't tell  .
2) Frame cycling on weapons doesn't work because of hardcoded hex sht.
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(11-15-2011, 02:16 PM)xmfcx Wrote: @empirefantasy:
No.. Itrk8 would be buggy in here.
Ai and comlogos makes it worse..
@Monolith:
1) I need it for a secret project, i can't tell .
2) Frame cycling on weapons doesn't work because of hardcoded hex sht.
i understand if it secret project,good luck with it.
@to all,I cant understand,why normal exe isnt good for most,why hex it,what i think,when exe hexed it no longer lf2.
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(11-15-2011, 02:16 PM)xmfcx Wrote: No.. Itrk8 would be buggy in here.
Ai and comlogos makes it worse..
Well,if you don't like it,i am telling another way.
When it hit the ground,it opoint a t3 object (with state: 3005 sure) and this object stay for 10s and then t3 destroy the rock.
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(11-15-2011, 02:23 PM)empirefantasy Wrote: (11-15-2011, 02:16 PM)xmfcx Wrote: No.. Itrk8 would be buggy in here.
Ai and comlogos makes it worse..
Well,if you don't like it,i am telling another way.
When it hit the ground,it opoint a t3 object (with state: 3005 sure) and this object stay for 10s and then t3 destroy the rock.
is then wont be any problem with opointing from ball when it hit ground by bouncing.
Sorry i dont know about weapon dc,i just want to help.
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@Monolith: i meant hardcoded in exe, normal exe..
@empirefantasy: okay, thats better except an extreme-rare bug  if you throw a rock near to place where old one should be destroyed, other one would ged destroyed...
But what about special action/frame for its destruction?
For ex: it should create an explosion when getting destroyed.
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11-15-2011, 02:35 PM
(This post was last modified: 11-15-2011, 02:38 PM by Monolith.)
(11-15-2011, 02:32 PM)xmfcx Wrote: @Monolith: i meant hardcoded in exe, normal exe..
@empirefantasy: okay, thats better except an extreme-rare bug if you throw a rock near to place where old one should be destroyed, other one would ged destroyed...
But what about special action/frame for its destruction?
For ex: it should create an explosion when getting destroyed.
sorry,im just not familiar with exe coding,hexing,thats why i want to ask
How about someone post dc code of that rock,then someone can show how it look,or maybe someone idea might work,i guess it also good thing
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11-15-2011, 02:41 PM
(This post was last modified: 11-15-2011, 03:34 PM by empirefantasy.)
(11-15-2011, 02:32 PM)xmfcx Wrote: For ex: it should create an explosion when getting destroyed.
add an opoint in destroying frames.i think it should work.
Edit: or add the explosion on t3 object,in the last frame of its life.
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