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Is that possible?
#11
Hm, why don't you try to create study ex of your both versions? I somehow doubt about opoints in bropken_weap (no offence to you HM), but as far as I remember right I got mixed up cause it was activated multiple times... not sure...

~moved to advanced

Edit: post no 666 Evil Evil Evil Evil Evil Evil

Edit2: have a rough theory, too :D

Edit3: Hm, dont have time to make it anymore (today), so here's the theory:

The baseball-bat activate type0-objects (hidden) with a bdy at y: 1000 every frame he attacks (just a few on_hand frames, 22-25 maybe, not sure...). So now in case the baseball comes (which is modded and have an itr/kind 8 in all throwing-frames) and detect the type0-bdy he'll go to the frames noted in dvx: this means he'll opoint a ball in whatever direction he want to shoot it.
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#12
Well, thats nearly the same as mine :)
Just that in mine the bat has a new itr: y: 5000 in every frame, so when the baseball, activates a Type 3 object, it will go to hit frames/delete the old ball/ opoints the new ball.
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#13
Why not working with "rebound" directly?

If the actual baseball is in the throwing frames it immediatly deletes itself and creates an exact copy of it (new ID), only that the copy is in a frame cycle that has state: 3000.
The baseball bat has a special itr area (like domes for instance) and if the ball is hit it goes to the rebounding frames -> creates this fire-ball/whatever.
You have to let the normal baseball spawn again after a time however.
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#14
Too bad, weapon have no rebound... :P
I´m working on it now, I post the result
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#15
~Dome~ Wrote:Too bad, weapon have no rebound... :P
Actually they have.
They even have a timer and everything else. You can see this at my version, when Leon throws those spikes, they break after they hit somebody. Otherwise they just disappear.
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#16
<frame> 0 in_the_sky
These frames are used if the object fall down from sky or, if it hurt another object, if it fall down on ground again.

<frame> 20-35 on_hand
If a character hold the weapon in his hand he activates these frames with "weaponact".

<frame> 40 throwing
If the weapon is thrown these frames are used.

<frame> 60 on_ground
If the weapon lies on the floor these frames are used.

<frame> 70 just_on_ground
Exact function unknown, no changes while deleting or edit

That´s on lfe, so where are rebound frames?
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#17
Oh seriously...
Have you ever thought about ADDING THEM?!
I just meant that it works if you work with it in weapon types.
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#18
Eh.. And how is it set, where it goes after a hit? I thought, the only thing you can change is sound ...
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#19
Are you like... confused?
If the weapon is in state: 3000 and is hit (punched/or whatever) then it will go to either to frame 10; 20 or 30. Just like normal Type: 3 objects. (in case the weapon is in the normal "weapon" frames, then it will go to frame: 0)

Seriously, if you didn't get that now you are officially dumb. :P
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#20
I´m just tired :)
Arr..How could I forget this?
Well, wouldn´t state: 3000 causes problems?
I´m just finished with my method, and it works :)
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