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How to bind a sprite on a character(On thier back,etc) (Read 211 times)

Started by FatalVice, January 19, 2012, 04:36:46 am
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How to bind a sprite on a character(On thier back,etc)
New #1  January 19, 2012, 04:36:46 am
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Thanks for your help guys, but it seems like its a pain, I thought it would have been simple ><, so i'll just edit them as PCX. Thanks again!
Last Edit: January 20, 2012, 01:27:37 am by FatalVice
Re: How to bind a sprite on a character(On thier back,etc)
#2  January 19, 2012, 04:51:23 am
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if the sprite is not sprited with your character then it wont move as the character do. is the sprite by it self but in the same posaition as your character?

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Re: How to bind a sprite on a character(On thier back,etc)
#3  January 19, 2012, 04:53:31 am
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Use Bindtoroot or Bindtoparent to tell your Helper to adjust its position based on the Player's anim, statetype, or stateno.

You can achieve this with multiple bindtoroot/bindtoparent triggers that adjust the helper's pos (when the root's statetype is A the helpers pos is 0,-93 OR when the helper is in state 10 the helper's pos is -12,22)  or by using ifelse triggers and boolean algebra :

[mcode]pos = 0,ifelse(root,statetype=A,-15,0) || pos = 0,ifelse(root,stateno=50,-15,0)
pos = 0,0-15*(root,statetype=A)-55*(root,statetype=C) || pos = 0,0-15*(root,stateno=50)-55*(root,stateno=11)[/mcode]

This method may seem excessive but it's all I could come up with.
Hope this helps~
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Re: How to bind a sprite on a character(On thier back,etc)
#4  January 19, 2012, 05:33:43 am
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If you insist on using explods ( you're better off ) use modifyexplod with those above values.


[State ]
type=explod
trigger1=!numexplod(1)
id=1

[State ]
type=modifyexplod
trigger1=numexplod(1)
id=1
bindtime=-1
postype=p1
pos=


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Re: How to bind a sprite on a character(On thier back,etc)
#5  January 19, 2012, 06:19:07 am
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Modifyexplod is a pain in the ass. You cannot modifyexplod if bindtime = -1. It stays where you placed it first time. Unless things have changed that's been my experience with it, you have to specify a positive bindtime on the first explod and you can't move it anywhere until that time has actually expired.

Helper will be simpler and more mobile, especially if you're changing animations.

Use an explod if it's bound to his feet and doesn't need to change.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

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Re: How to bind a sprite on a character(On thier back,etc)
#6  January 19, 2012, 06:54:52 am
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I just now realized from tests that modifying the position of an explod if postype=p1 basically IS bindtoroot.
 
In other words that bindtime does nothing no matter what it's value is.


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