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Attaching Two Models Together As A Weapon Character

maxman

Well-known member
I have one model which is a weapon character as a none type entity originally from a player model, and the other, also a none type, but not a weapon, which can act as a weapon for attacks and follow the weapon model every time it acts as it's attached or bound. Both characters have the same axis set in offset cropless, same speed and the same animations set for being together accordingly but not scripted yet. For example, Vega fights with his bare hands but sans mask as a weapon character. The claw entity can act as an attachment for a weapon character or probably a follower every time a weapon character moves according to (every) animation.

I'm not gonna put both claw and original sprites together in one because it's gonna be too tedious to gather or work on them.

Edit: Both player type and weapon entities have all the same animations including mask and claw. Only certain stuff such as the claw need attachment.
 
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I'm not gonna put both claw and original sprites together in one because it's gonna be too tedious to gather or work on them.
Wouldn't this be easier, 3 versions of a complete sprite set, default (mask & claw) player after % damage > (mask & no claw) model1 after % damage > (no mask & no claw) model2, model2 can pick up claw to become model1, model1 can pick up mask to become player
 
Hi maxman, @Bloodbane has made an excellent feature that permits to wield 2 or more weapons like this:
 
Hi maxman, @Bloodbane has made an excellent feature that permits to wield 2 or more weapons like this:
Thanks kimono, but I already have that script with Sodom for picking up 2 weapons. That's gonna come in handy after I solve this problem.

Wouldn't this be easier, 3 versions of a complete sprite set, default (mask & claw) player after % damage > (mask & no claw) model1 after % damage > (no mask & no claw) model2, model2 can pick up claw to become model1, model1 can pick up mask to become player
Right now, the default player I have is one without both mask and claw. I'm trying to change the default player into a weapon model in anim spawn by using weaponframe, but it crashes. However, I'm trying to make the claw follow the player like I'm binding it. How am I gonna change only one player type entity into a weapon in the very beginning?

I know it is easy to do but since the fighter, the mask, and the claw have separate palettes so far, I rather bind models than bother combining sprites together. It's not just the claw, but also the mask, and both mask and claw equipped.
 
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I would say you're over complicating it, you'd have to spawn weapon every time or set weapon, it'll be much easier to work with if default player has both claw and mask, if it's just a palette problem you're trying to avoid send me your character and I'll rework all the palettes for you.
 
I think I figured out how to use spawnBind, but then I started using spawnBind2 and the result turns out great. But I need to make adjustments on the timing of the entity delays and animations in order to make the claw follow the fighter and match the right timing for all of them. As what you said @danno, I decided I'm gonna use your suggestion on making claw and mask as default player, but I will start with only the claw first as a test. If I do the claw, I will need to make a cancel with lasthitc. If not, I'll do what you suggested.

The damage percentage of removed equipments gave me an idea about what to do with dizzy state. But idk it's gonna work out.

Code:
void spawnBind2(void Name, float dx, float dy, float dz, int Dir, int Flag, int Num)
{ // Spawn entity, bind it, and store each other
   void self = getlocalvar("self");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, dz);
   bindentity(Spawn, self, dx, dz, dy, Dir, Flag);
   setentityvar(self, Num, Spawn);
   setentityvar(Spawn, Num, self);

   return Spawn; //Return spawn
}

Thank you danno!
 
I would say you're over complicating it, you'd have to spawn weapon every time or set weapon, it'll be much easier to work with if default player has both claw and mask, if it's just a palette problem you're trying to avoid send me your character and I'll rework all the palettes for you.
OK. With spawnBind2 used on both equipment from the main/default player, now he can wear claw and mask. But both have the same animations, offsets, and delays as the parent (source character; Vega). Some frames may be different from parent depending on how many sprites they have or fit for the player. Should I make copies of Vegas with player type (or like weapon entities) as in, for instance, one model with mask and no claw, the other model without mask and claw, in case the damage level occurs?
 
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