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BindToTarget (SCTRL) (Read 7404 times)

Started by JustNoPoint, October 27, 2015, 07:28:37 pm
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BindToTarget (SCTRL)
#1  October 27, 2015, 07:28:37 pm
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Binds the player to a specified position relative to the specified target.

Required parameters:
none

Optional parameters:

time = bind_time (int)
Specify number of ticks that this binding should be effective. Defaults to 1.

ID = bind_id (int)
Specifies ID number of the target to bind to. Defaults to -1 (pick any target).

pos = pos_x (float), pos_y (float), postype (string)
pos_x and pos_y specify the offsets (from the bind point) to bind to. The bind point defaults to the target's axis. If postype is "Foot", then the bind point is the target's axis. If postype is "Mid", then the bind point is the target's midsection. If postype is "Head", then the bind point is the target's head. In the latter two cases, the bind point is determined from the values of the head.pos and mid.pos parameters in the target's CNS file. The bind point is not guaranteed to match up with the target's head or midsection.

Example:
Code:
;Fighter Factory 3
[State 0, BindToTarget]
type = BindToTarget
;trigger1 =
;time = 1
;ID = -1
;pos = 0,0,"Foot";"Mid","Head"
;ignorehitpause =
;persistent =

Related SCTRL: 
TargetBind (SCTRL)
TargetDrop (SCTRL)
TargetFacing (SCTRL)
TargetLifeAdd (SCTRL)
TargetPowerAdd (SCTRL)
TargetState (SCTRL)
TargetVelAdd (SCTRL)
TargetVelSet (SCTRL)

Related Triggers:
NumTarget (Triggers)
Last Edit: November 25, 2015, 05:19:08 am by Odb718
Re: BindToTarget (SCTRL)
#2  October 23, 2016, 03:58:15 pm
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The template for this sctrl in Fighter Factory and Elecbyte's original docs is wrong. The correct syntax is (notice the postype):
Code:
[State 0, BindToTarget]
type = BindToTarget
;trigger1 =
;time = 1
;ID = -1
;pos = 0,0
postype = "Foot","Mid","Head"
;ignorehitpause =
;persistent =
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