O Ilusionista
Captain 100K
Today, an old post by uTunnels got my attention:
So BBOX accepts 6 values, not 5? If so, its wrong in every manual:
Someone can explain it to me?
utunnels said:bbox is not a 2d box, it has its thinkness, so instead of the default setting, you can change it manually.
bbox x y width height z1 z2
So BBOX accepts 6 values, not 5? If so, its wrong in every manual:
bbox {x} {y} {right} {down} {z}
~Determines where the entity can be hit.
~{x} and {y} are the x and y coordinates of the top left corner of the box, starting from the top left corner of the frame and moving right/down. {right} is how far to the right of {x} the box extends. {down} is how far down from {y} the box extends.
~{z} determines how wide the hit area in z axis. It extends to back and front. For instance, setting z to 20 means, the attackbox can hit 20 pixel away to back and front. NOTE: the axis of this z is not same with levels' z axis.
~You can use negative numbers or numbers outside of the frame's edges. This can save a bit of memory by shaving a few excess rows or columns of pixels off an animation.
~Can be used multiple times in one animation to change hittable areas mid-animation.
~To give an entity frames where they cannot be hit, use 'bbox 0 0 0 0 0'. Be sure to add a new bbox when the entity is vulnerable again.
~For items, this determines where the object can be picked up from.
Someone can explain it to me?