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Author Topic: Adding "Projectiles" to attacks example  (Read 5941 times)
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Untouch
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    « on: August 15, 2009, 02:15:47 PM »


    http://www.mediafire.com/?eqm5gndjymt
    <a href="http://www.youtube.com/watch?v=60Qe0yY9yCM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=60Qe0yY9yCM</a>



    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.
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    sora899
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    « Reply #1 on: August 15, 2009, 02:29:45 PM »


    I love you Happy Face
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    pawnch
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    « Reply #2 on: August 29, 2009, 01:00:05 PM »


    YOU ARE GOD!
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    VILE
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    « Reply #3 on: August 29, 2009, 07:31:50 PM »


    I was trying to simulate this but more efficeintly and stoppable when i wanted. I tried having the X offset as a variable.
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    Zephiel:
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    Texture updates.

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    ub3rPat
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    « Reply #4 on: September 01, 2009, 02:15:22 PM »


    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
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    Ice God64
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    « Reply #5 on: September 01, 2009, 02:58:06 PM »


    I already figured this out, I just never used it.
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    kyzon
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    « Reply #6 on: September 02, 2009, 12:27:19 AM »


    Tomorrow after school (and after my lazy butt buys books and supplies lol)
    is when i put this to use for my link
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    Untouch
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    « Reply #7 on: September 02, 2009, 06:54:23 PM »


    I need to find out how to add variables.

    I know how to change them though.
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    kyzon
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    « Reply #8 on: September 02, 2009, 07:15:13 PM »


    is there anyway to rotate a gfx when using this? having to search for a bone that has this facing forward is a pain
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    LavaLatte [.Fade]
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    « Reply #9 on: September 02, 2009, 07:51:30 PM »


    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?
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    kyzon
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    « Reply #10 on: September 02, 2009, 08:38:00 PM »


    hasnt done anything for me.
    sword is still pointing in dumb directions
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    UMOP
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    « Reply #11 on: September 02, 2009, 08:55:50 PM »


    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.
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