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Proper Explod Scaling (Read 5870 times)

Started by tehPWN, July 14, 2005, 02:01:17 am
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tehPWN

Proper Explod Scaling
#1  July 14, 2005, 02:01:17 am
Code:
[State Explod]
type = explod
trigger1 = time = 0
scale = (C)*const(size.xscale), (C)*const(size.yscale)
pos = floor/ceil( (C)*const(size.xscale) ), floor/ceil( (C)*const(size.yscale) )
random = floor/ceil( (C)*const(size.xscale) ), floor/ceil( (C)*const(size.yscale) )
Where C is some constant expression modified proportionally by the scale.  The position parameter also applies to any helper offset by anything other than 0,0.  But helpers are properly scaled via the constants, just not their positions.  Look at angledraw state controllers that have scale as a parameter and potentially projectiles, but MUGEN projectiles have just been found undesirable in comparison to helper projectiles as they can't be reflected.