Collision boxes offset

Started by GamerXP, July 18, 2011, 07:14:07 AM

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GamerXP

Hi there. Have a question. Is it possible to use offset WITHOUT collision boxes being moved? I want to use it for custom damage state

PS. Also, is there some way to check if char have sprite standarts added or not?

Rajaa Retired


GamerXP

Well, no some way to do it with helpers for example or so? I think it will be possible to make it with explods, but I need to use rotation so it won't work

Rajaa Retired

What could you possibly do with a helper or an epxlod to change the behavior of offset? The answer is "nothing."

GamerXP

I could use explod or helper to show moved sprite, same way offset does, while real char sprite will be invisible

Rajaa Retired

You know, if you have an idea, the only way to see if it works is to try it out for yourself.

Cobra Caddie

Quote from: GamerXP on July 18, 2011, 08:13:55 AM
I could use explod or helper to show moved sprite, same way offset does, while real char sprite will be invisible

This can work, the only problem being if you're put in a custom animation it won't work. I did exactly that as a way to get transformation sprites to work during custom animations(being throw by the opponent for example), but the helpers can't be told to go into a custom animation.

So outside of that, ya it'll work.

Rajaa Retired

I thought by "custom damage state" he meant custom state for the opponent. :ninja:

Cobra Caddie

It depends if GamerXP meant being put in a custom damage state or putting the opponent in a custom stage state. Being put = no work, putting the opponent = will work.

GamerXP

Well, putting. I just dunno how to create helper, that will use opponent's animations. If I create explods from opp's custom damage state - it will create explod with opp's animation (at least I think so). But I can't create helper from opp's state cause he will try to create helper with his state, but he haven't got such
So, any way to make helper use opp's anims?

Cobra Caddie


GamerXP

Hmmm. When you create helper with inexisting state it creates helper in state 0. Maybe it will work to create such helper in the start of custom damage state and instantelly converting it in additional helper? Don't sure if it will work though

Cyanide

If in an opponents state you create a helper or an explod it will attempt to use the anim defined, but from the opponents files (i have done this) thing is, unless you hit the helper again, it'll just stand there. I have done this to apply a powerdrain to an enemy. But tbh, it's a shitty solution and not really what you're looking for.


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