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Making moving inanimate objects summon other moving innanimate objects
#11
both iceswords?

well then why isnt that a solution?
and why do you want to double it when thrown anyway?
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#12
So it'll make a V-like trail.
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#13
then why not just put an opoint with facing: 20 ?
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#14
Because then I'd end up having to use i/k8, which disables opoints :/
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#15
what the hell are you talking about seriously
it doesn make sense
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#16
I've noticed that whenever I use itr/kind: 8 I can't have an opoint :/

EDIT:
I'll need to use i/k8 so that it'll only make two ice swords when freeze is holding an ice sword.
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#17
uhu - well i havent
but i also dont know why you want to use ik8
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#18
The ice sword will make bdys that the itr/kind 8 will detect.

If I don't use itr/kind8, how is it going to detect that it is in fact an ice sword being helf, and not say a baseball bat?
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#19
look you are making things more difficult than they probably are
first of all i still dont know what exactly you want to do
first its doubling the ice sword when thrown
then its a V shaped tail

now any object whether character or weapon doesnt need to know what its holding - yes your ice sword could hold a baseball bat aswell but you wouldn make it opoint itself one now would you?
you just add an opoint kind 2 like in freeze summoning move to the throwing frames (41 or sth) and a few wpoints afterwards to make it look right

other than that you better make yourself clear now - with an image / rough animation if you wish
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#20
I can't have TWO OPOINTS per frame.
I think you know that.
I need one opoint for the summoning, one for the trail.
And even when I removed one of the opoints the 2nd sword still won't summon.
I don't know what the hell is wrong :/

Code:
<frame> 40 throwing
   pic: 0  state: 1002  wait: 1  next: 41  dvx: 10  dvy: 0  dvz: 1 centerx: 35  centery: 58  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: -20  y: 58  action: 41  dvx: 10  dvy: 0  dvz: -2 oid: 213  facing: 1
   opoint_end:
   itr:
      kind: 0  x: 12  y: 16  w: 49  h: 47  dvx: 8  fall: 70  bdefend: 16  injury: 40    effect: 3
   itr_end:
<frame_end>
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