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Projectile

Started by JozoTheBoogey, September 25, 2008, 11:24:37 PM

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JozoTheBoogey

How do i set that the proj can be released only once so I could avoid spamming, he can only use it again when the proj hits the enemy.

Rajaa Retired

numprojid(blah)=0

insert that in the change state as a trigger

JozoTheBoogey

Quote from: Rajaa on September 25, 2008, 11:29:23 PM
numprojid(blah)=0

insert that in the change state as a trigger
like this?

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
numprojid = 0
value = 0
ctrl = 1

or like this?



[State 1000, end]
type = ChangeState
trigger1 = numprojid = 0
value = 0
ctrl = 1

Rajaa Retired

add it as a trigger in the changstate that takes you to the projectile summoning state.

JozoTheBoogey

Quote from: Rajaa on September 25, 2008, 11:51:30 PM
add it as a trigger in the changstate that takes you to the projectile summoning state.
sorry Rajaa I'm ill i have no idea what are you talking about.

Rajaa Retired

really? well thats weird, The changestate that takes your character into the state where he shoots the projectile(which should be located int your cmd) should have a triggerall in it telling it not to activate when numproj=0

forget about the id part.

fer619

yeah, it should look something like this:

;---------------------------------------------------------------------------
; Jumping Baseball Throw
[State -1, Jumping Baseball Throw]
type = ChangeState
value = 1010
triggerall = command = "Jumping Baseball Throw"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = numproj = 1

this is just an example


JozoTheBoogey


Rajaa Retired


JozoTheBoogey

Quote from: Rajaa on September 26, 2008, 11:52:38 AM
copy paste.


:shame:
Hehe
Hey Rajaa do you know how to make projectiles to follow the oppenent?

Fallen_angel

I know the question is for Raja, I hope its not a problem if I give you an answer.......you will have to code it as a helper....and you should check the conde snippet, there is a following helper code there....most of the code just are velsets (depending on the enemy pos) and turn (just to make the projectil look at the opponent