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Author Topic: Zig''s PSA Projects (Diffusion missile solved, now for the beam weapon)  (Read 8077 times)
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zigheart
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    « Reply #15 on: September 19, 2011, 02:07:45 PM »


    ...yeah. I really don't know how to prevent it from disappearing on contact with a Smasher.

    I know that the code that causes it to terminate on contact with a wall is in a Subroutine in FitSamus.pac (1A7F4, to be precise), but that doesn't seem to affect collisions with Smashers. Even then, I don't think it will actually pass through the wall. It just won't vanish on contact.

    You'll need someone else's help with this one.



    Oh, and, regarding the Diffusion Missile. The ID of a Special Collision is the second half of the Bone/ID parameter. If it's set to 0, that just means that the ID is 0. It still exists. You may have already realize that, but  I figured it couldn't hurt to throw it out there.
    ty  i actually figured out how to make the attack not collide with walls in the special collision data its self. theres a bit that says whether it can hit a wall or a player with its collision. i can just make it not hit walls. players are a bit harder tho, because it needs to be able to hit just pass thru them. considering the hitbox moves maybe i can make the hitbox last longer so it passes thru them, not sure if that will work tho. second to last parameter in the special collision box if i remember right?
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    Higure Hokousha
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    « Reply #16 on: September 19, 2011, 08:39:19 PM »


    The problem here is that the article is more than a mobile hitbox. The hitbox attaches to the article, but it has its own set of properties.

    Even if the hitbox can hit multiple times or ignore walls/people, the article may not. That's the real problem.

    Have you actually gotten the beam to pass through objects in game yet?
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    « Reply #17 on: September 20, 2011, 01:03:58 AM »


    i'll be making it into completely new graphic for the beam to look more like the beam in the game. so even if it uses the article now it shouldn't later. i'm not sure but i think samus's gun is just a graphic as well.
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    « Reply #18 on: September 21, 2011, 07:20:38 AM »


    ...that should work to a degree. The issue is that normal graphics don't have their owsn absolute location. There locations are relative to the player. If you do it without anchoring it to the article, then the projectile will move when you do, be unreflectable, and not outlast the subaction you created it in.

    My advice would be to use the same article and modify it. If you can find a way to make it pass through walls or smashers, then you'll  be fine. Alternatively, you could hide it (by shrinking its dimensions to 0 or, possibly, the article visibility event), and have it project create an outside graphic and hitbox that moves independently relative to the article's location. This way, it isn't linked to the player. The downside, however, is that-if it works (and it may not, it could be that any article-based hitbox making contact with a Smasher will terminate the article)-the projectile still won't be reflectable.

    Of course, if you don't mind all the downsides to using a non-article, then this should be comparably easy.

    Her gun isn't just a graphic, but it may have GFX components-I've never done a lot of work with Samus.

    Really, this one's going to take a lot of in-game testing to figure it out.
    « Last Edit: September 21, 2011, 07:22:08 AM by Higure Hokousha » Logged

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    « Reply #19 on: September 22, 2011, 02:10:43 AM »


    hmm i'll see what i can do then maybe work on a few other attacks untill i can figure this one out. i know theres a flag that tells it to hit or miss walls and players i just need to mess around to see what i can do. and honestly ty for the help lol i would be completely lost without ur imput xD i got the beam to pass thru walls tho. so progress!! xD
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    « Reply #20 on: September 22, 2011, 06:46:56 PM »


    I'm glad to hear that you got it working. I'll continue to keep an eye on the thread, so if you need any advice, just ask.

    Good luck! I'll tell you if I think of a good way to deal with the issue of passing through players.
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    « Reply #21 on: September 24, 2011, 11:05:27 PM »


    lol thx all my projects r on hold atm tho comp broke. think i can get it fixed soon think its just the power cord (aka charger)
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