http://www.mediafire.com/?eqm5gndjymt
http://www.youtube.com/watch?v=60Qe0yY9yCM
ONLY SUBACTION 48 and 49 WERE CHANGED.
Basically to add "projectiles" You need to manipulate graphics, hitboxes and timers.
It's really easy.
Both the graphics and the hitboxes will share the same position, you can change this with the offsets.
In my example ever 5 frames it creates a graphic and hitbox.
Both are at the same position, this makes it look like wario is using a fireball.
To make the projectile work like a fireball I added a terminate collision before each hitbox, this lets each "projectile" in the line do damage.
Enjoy.
I love you :happy:
YOU ARE GOD!
I was trying to simulate this but more efficeintly and stoppable when i wanted. I tried having the X offset as a variable.
u dud exactly the same with my new neutral b for ganondorf but it doesn't work, the hitbox doesn't appear but the graphix do :S
I already figured this out, I just never used it.
Tomorrow after school (and after my lazy butt buys books and supplies lol)
is when i put this to use for my link
I need to find out how to add variables.
I know how to change them though.
is there anyway to rotate a gfx when using this? having to search for a bone that has this facing forward is a pain
Quote from: kyzon on September 03, 2009, 01:15:13 AM
is there anyway to rotate a gfx when using this? having to search for a bone that has this facing forward is a pain
Isn't there an option to rotate on the graphic? Or does that do something else?
hasnt done anything for me.
sword is still pointing in dumb directions
Quote from: VILE on August 30, 2009, 01:31:50 AM
I was trying to simulate this but more efficeintly and stoppable when i wanted. I tried having the X offset as a variable.
Has anyone else tried this? It works fine for the GFX, but when I try to use a variable as an offset for the hitboxes, it doesn't work.