Recent content by Dr.Cranium

  1. Dr.Cranium

    Throwing/Shooting Knives/Projectiles

    Adjusting the offset did the trick. Thanks a lot! By the way, do you know any script that would shoot one single star instead of three?
  2. Dr.Cranium

    Throwing/Shooting Knives/Projectiles

    Hey, Thanks a lot. I have used the star command instead of shuriken and now the behavior fits the description in the manual: Is it possible to spawn the projectiles in a more proper position? I tried to fiddle with throwframe, but to no avail. My jumpattack animation: anim jumpattack...
  3. Dr.Cranium

    Throwing/Shooting Knives/Projectiles

    Thank you so much for this tutorial, @SaintJudas, it was really useful implementing a knife for my player character. I have another weapon and I wish he could throw this one to the ground while he's jumping, like a shuriken. I have tried to use load, shuriken and throwframe/shootframe but...
  4. Dr.Cranium

    Solved Pick up a weapon

    Solved the conflicting sounds issue by removing the 1up.wav file and forcing get.wav in the weapo.c script, as proposed by @O Ilusionista . And by the way, my previous issue was solved by @Bloodbane which added the weaploss 3 stat on all my player entities.
  5. Dr.Cranium

    Complete Shadows of Death

    @Kratus, I think THAT would be an AMAZING tool t have! If you really wanna start something, you can count me in! I'm also a programmer, so I might be of some assistance, if you ever need something. And by the way, @kimono, congratulations for the mod, it just keeps getting better! I played the...
  6. Dr.Cranium

    Solved Pick up a weapon

    I know it's been awhile, but since I edited my weapons' item entity files in order to reproduce the same behavior from Shadows of Death, the default sound played by the engine whenever the player grabs one of these items from the ground was similarly changed from get.wav to 1up.wav. I order to...
  7. Dr.Cranium

    Help with the default "slinging towel" throw

    There's also this quick PDF manual, which helped me a lot in my quest for understanding how to customize enemy reaction to throw animation. It's attached in this post, so you can read it, supposing you didn't do it before.
  8. Dr.Cranium

    Solved bindentity

    Hey, thanks again! I was almost correct in my attempt, all I missed was that bindanimation flag parameter. I was using 1 (keep same animation as the target) instead of 0 (no effect). Spawnbind worked beautifully when I changed that.
  9. Dr.Cranium

    Solved bindentity

    How about changing the flame's position according to the enemy's animation? --> I tried a few things using move, changeentityproperty("position") and even bindentity again, but the best result I got was making the fire entity drop to the ground. Any ideas or references on that?
  10. Dr.Cranium

    Solved bindentity

    load FireA did the trick! Thank you so much!
  11. Dr.Cranium

    Solved bindentity

    I have an enemy wielding a stick: I have a fire effect: I want to make the stick look like a torch: Is spawnbind the correct tool to do the job in this case? I tried to use spawnbind like this: anim spawn delay 1 offset 85 155 @cmd spawnBind "FireA" 0 0 0 1 0 frame...
  12. Dr.Cranium

    Hey guys, heard of that beat 'em up encyclopedia ?

    It looks amazing! Where can I buy it?
  13. Dr.Cranium

    Solved Pick up a weapon

    Thank you so much for your support, man. Just renamed the weapon model the way you said but unfortunately the behavior stays the same. Tried to use getentityproperty(self, "weapnum") instead of getentityproperty(self, "model"), again, to no avail - just like model, wepnum keeps returning 0. I...
  14. Dr.Cranium

    Solved Pick up a weapon

    Bloodbane, thank you so very much for your support, man. I changed the know for load, but unfortunately the wrong behavior persisted: PWep is still getting "Cobra-01" as a value, so no weapon drop for me. :( I even thought this might be related to the fact that the weapon model doesn't have a...
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