RHC Projectile graphic code

Started by The_None, November 28, 2004, 08:51:16 PM

Previous topic - Next topic

The_None

Someone may discovered, that my Rox Howard Clones have an unique hadoken spark. Did you know that the spark was from your fightfx? ;)

I've used light-hit-fx as a ball itself and medium-wall-hit-fx as a trail. If you want to do this, just make the projectile helper-type, and somewhere in the state of the projectile just put the following code........


[State for the ball itself]
type = Explod
trigger1 = 1
anim = F0
pos = 0,0
postype = p1
bindtime = -1
removetime = 1
sprpriority = 6
ownpal = 1
ignorehitpause = 1

[State for the trail]
type = Explod
trigger1 = timemod = 6,2
anim = F71
pos = 0,0
postype = p1
sprpriority = 4
ownpal = 1
ignorehitpause = 1


You may change the F0 to F1-F3 if you want the ball itself make "larger".......

Same for trails (F70-F72 in this case.......)

You may use this code even whithout crediting me, since i'm a jerk :P

Byakko

QuoteDid you know that the spark was from your fightfx?
... You know, not everyone has the same fightfx file :P
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

The_None

That was the point. I've wanted to make a projectile which the looks depends on the fightfix :P

BlackJack

Quote from: BF.G(-Man)20k on November 28, 2004, 10:04:53 PM
That was the point. I've wanted to make a projectile which the looks depends on the fightfx :P
Fxed. :sugoi:

Another Ken

the person that discovered that effect isn't in sff is me :D
btw thanks for the reply Rox, i will try it
Take enough rest before that clones became mad!

"Another Ken idea was made by Dels a.k.a Another Ken, please don't use this idea(i'm begging)"