Diedhammer98's hacks. ...Good-bye... please read Reply #1809.

Started by diedhammer98, June 14, 2011, 05:32:59 PM

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oh, okey....

by the way.....
anyone know how make effect don't connect to bone?

August 01, 2011, 11:11:51 PM #421 Last Edit: August 01, 2011, 11:18:52 PM by Anivernage
Quote from: diedhammer98 on August 01, 2011, 11:07:47 PM
oh, okey....

by the way.....
anyone know how make effect don't connect to bone?

you mean to dont be attached to X(any) bone?

Quote from: Anivernage on August 01, 2011, 11:11:51 PMyou mean to dont be attached to X(any) bone?

yeah,
I want simiar as SMBZ Mario's small Hammer in N-B....
Only throw 2 Hammer/boomerang If Press Button during throw Animation....
But Can do it with one effect/Model?
I will use two effects for Hammer and boomerang.


It is possible get that done?

asynchronymos timer: when you throw the boomerang
throwing boomerang stuff
asynchronymus timer: during the throwing of boomerang
if compare LA basic 100<=2
set loop:times you want
if button press:?
change subaction :?
else
synchronymus timer:times you loop above
basic variable set LA basic[100]=0
end if
basic variable add LA basic [100]+1




okey! I will use that!

that way will work on hammers, Fire and Ice balls too?



Or you could edit Mario's animations, and use the ThrowN bone to represent the projectile in the animation.  Make sure your effects are anchored to the bone their attached to (that's somewhere in the .EFLS file) if not use THeShyGuy's GFX editor to make them anchor.  Then stick a hitbox and your hammers/boomerang GFX on the ThrowN bone and boom there's your projectile!!

hammer and boomerang is model.......
I know how use TheShyGuy's GFX editor.......


well,
one thing that bothering me for while......

It's hitbox.....

here of Hammer Bro's hammer throw preview!


I maybe will work on Item PSAs once again......

Looking nice so far.
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well good luck
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sounds cool
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