I can't set the standing barrel as weapon item. I want to make barrel as weapon item to carry.
Throwing a barrel (after getting a laid barrel) will not disappear after it reaches the ground and so it performs back to idle (the laid barrel). Dunno how yours works, Bloodbane.
(Is there a way for picking up standing barrel and throwing it to the ground or hit opponent and then touch the ground without disappearing and after it's rolled to stop, it performs laid idle?)
I don't understand why you can't make both barrels as weapon. Is standing barrel an obstacle?
If it's an obstacle, we need a little workaround.
name Billy
health 100
speed 13
type player
com a2 freespecial #High kick
com D F A freespecial6 #Head butt
com D F A2 freespecial3 #Knee
com d f s freespecial8 #Whirlwind kick
jumpheight 3
running 25 3 2 1 0
gfxshadow 1
falldie 1
bounce 1
atchain 1 2 3
nodieblink 1
risetime -50
grabdistance 36
throwdamage 6
throw 1 4
makeinv 2 0
antigrab 2
mp 100
mprate 1
icon data/chars/Billy/Billy.png
weapons Billy1 Billy2 Billy3 Billy4 Billy5 Billy6 Billy7 Billy8 Billy9 Billy10 Billy11 Billy
animationscript data/scripts/player.c
palette none
name barrel2
type item
counter 100000
subtype weapon
gfxshadow 1
nolife 1
shootnum 1
subject_to_wall 0
weapnum 11
name Billy11
health 100
speed 10
type none
gfxshadow 1
atchain 1
jumpheight 1
antigrab 4
mp 100
mprate 1
running 10 0 2 1 0
icon data/chars/Billy5/billy.png
palette none
anim attack
loop 0
delay 10
offset 27 84
bbox 0 0 0 0
custpbomb pbomb2
pbombframe 1 55
offset 27 84
frame data/chars/Billy5/7.png
offset 27 53
frame data/chars/Billy5/8.png
offset 27 51
frame data/chars/Billy5/9.png
name pbomb2
type item
counter 3
subtype weapon
speed 8
gfxshadow 1
weapnum 9999
shootnum 9999
jumpheight 2
nolife 1
subject_to_wall 0
candamage enemy player
palette none
anim attack
loop 0
delay 3
offset 15 120
bbox 0 0 0 0
sound data/sounds/drum2.wav
frame data/chars/misc/pbomb2/hit1.png
frame data/chars/misc/pbomb2/hit2.png
frame data/chars/misc/pbomb2/hit3.png
frame data/chars/misc/pbomb2/hit4.png
frame data/chars/misc/pbomb2/hit5.png
frame data/chars/misc/pbomb2/hit6.png
frame data/chars/misc/pbomb2/hit7.png
frame data/chars/misc/pbomb2/hit8.png
frame data/chars/misc/pbomb2/hit9.png
frame data/chars/misc/pbomb2/hit10.png
frame data/chars/misc/pbomb2/hit11.png
frame data/chars/misc/pbomb2/hit12.png
frame data/chars/misc/pbomb2/hit13.png
frame data/chars/misc/pbomb2/hit14.png
frame data/chars/misc/pbomb2/hit15.png
frame data/chars/misc/pbomb2/hit16.png
frame data/chars/misc/pbomb2/hit17.png
frame data/chars/misc/pbomb2/hit18.png
frame data/chars/misc/pbomb2/hit19.png
frame data/chars/misc/pbomb2/hit20.png
frame data/chars/misc/pbomb2/hit21.png
frame data/chars/misc/pbomb2/hit22.png
frame data/chars/misc/pbomb2/hit23.png
frame data/chars/misc/pbomb2/hit24.png
frame data/chars/misc/pbomb2/hit25.png
frame data/chars/misc/pbomb2/hit26.png
frame data/chars/misc/pbomb2/hit27.png
frame data/chars/misc/pbomb2/hit28.png
frame data/chars/misc/pbomb2/hit29.png
spawnframe data/chars/misc/pbomb2/hit30.png 68
subentity drum
anim attack2
loop 0
delay 3
offset 15 116
bbox 0 0 0 0
frame data/chars/misc/pbomb2/hit1.png
frame data/chars/misc/pbomb2/hit2.png
frame data/chars/misc/pbomb2/hit3.png
frame data/chars/misc/pbomb2/hit4.png
frame data/chars/misc/pbomb2/hit5.png
frame data/chars/misc/pbomb2/hit6.png
frame data/chars/misc/pbomb2/hit7.png
frame data/chars/misc/pbomb2/hit8.png
frame data/chars/misc/pbomb2/hit9.png
frame data/chars/misc/pbomb2/hit10.png
frame data/chars/misc/pbomb2/hit11.png
frame data/chars/misc/pbomb2/hit12.png
frame data/chars/misc/pbomb2/hit13.png
frame data/chars/misc/pbomb2/hit14.png
frame data/chars/misc/pbomb2/hit15.png
frame data/chars/misc/pbomb2/hit16.png
frame data/chars/misc/pbomb2/hit31.png
frame data/chars/misc/pbomb2/hit32.png
frame data/chars/misc/pbomb2/hit33.png
frame data/chars/misc/pbomb2/hit34.png
frame data/chars/misc/pbomb2/hit35.png
frame data/chars/misc/pbomb2/hit36.png
frame data/chars/misc/pbomb2/hit37.png
frame data/chars/misc/pbomb2/hit38.png
frame data/chars/misc/pbomb2/hit39.png
frame data/chars/misc/pbomb2/hit40.png
frame data/chars/misc/pbomb2/hit41.png
frame data/chars/misc/pbomb2/hit42.png
frame data/chars/misc/pbomb2/hit43.png
frame data/chars/misc/pbomb2/hit44.png
sound data/sounds/drum2.wav
frame data/chars/misc/pbomb2/hit45.png
frame data/chars/misc/pbomb2/hit46.png
frame data/chars/misc/pbomb2/hit47.png
frame data/chars/misc/pbomb2/hit48.png
frame data/chars/misc/pbomb2/hit49.png
frame data/chars/misc/pbomb2/hit50.png
frame data/chars/misc/pbomb2/hit51.png
frame data/chars/misc/pbomb2/hit52.png
frame data/chars/misc/pbomb2/hit53.png
frame data/chars/misc/pbomb2/hit54.png
frame data/chars/misc/pbomb2/hit55.png
frame data/chars/misc/pbomb2/hit56.png
frame data/chars/misc/pbomb2/hit57.png
frame data/chars/misc/pbomb2/hit58.png
frame data/chars/misc/pbomb2/hit59.png
frame data/chars/misc/pbomb2/hit60.png
frame data/chars/misc/pbomb2/hit61.png
frame data/chars/misc/pbomb2/hit62.png
frame data/chars/misc/pbomb2/hit63.png
frame data/chars/misc/pbomb2/hit64.png
frame data/chars/misc/pbomb2/hit65.png
frame data/chars/misc/pbomb2/hit66.png
frame data/chars/misc/pbomb2/hit67.png
frame data/chars/misc/pbomb2/hit68.png
frame data/chars/misc/pbomb2/hit69.png
frame data/chars/misc/pbomb2/hit70.png
frame data/chars/misc/pbomb2/hit71.png
frame data/chars/misc/pbomb2/hit72.png
frame data/chars/misc/pbomb2/hit73.png
frame data/chars/misc/pbomb2/hit74.png
spawnframe data/chars/misc/pbomb2/hit75.png 167
subentity barrel
anim idle
loop 1
delay 15
offset 15 43
bbox 0 0 0 0
hitfx data/sounds/drum.wav
frame data/chars/misc/barrel/8.png
frame data/chars/misc/barrel/9.png
delay 4
attack 0 0 30 38 20 1
frame data/chars/misc/barrel/6.png
frame data/chars/misc/barrel/6.png
frame data/chars/misc/barrel/6.png
attack 0 0 0 0
delay 15
frame data/chars/misc/barrel/7.png
Both Billy5 and Billy11 (one which I created as a copy of Billy5) have the same animations except the name(s). Also they have the same pbomb to throw a barrel, but Billy11 can't pick and throw while Billy5 works.
Bloodbane said:Both Billy5 and Billy11 (one which I created as a copy of Billy5) have the same animations except the name(s). Also they have the same pbomb to throw a barrel, but Billy11 can't pick and throw while Billy5 works.
Huh? why would you want to allow Billy to pick another weapon while holding barrel?
Bloodbane said:Also what actually you meant by Billy11 can't throw? do you mean he throws nothing or he simply can't throw anything at all?



another problem is that every time I throw a barrel (either if it's standing or lying down) to an enemy to knock him, the lying barrel pops out of nowhere and the thrown barrel bounces and stops where the lying barrel popped out
Another problem is when the player picks up the standing barrel and the enemy knocks him out, the barrel is dropped with the standing barrel instead of being dropped to play a lying down animation. When I pick up a standing barrel and the enemy knocks me out, how can I make a barrel drop to lying down instead of going back to standing position?
Question: I wonder if it's possible to spawn a gotten item when the player is getting an item. For example, on DD iPhone version, the player picks up the barrel while the barrel animation is playing.
did you set something which could spawn lying barrel in thrown barrel text?
name pbomb2
type item
counter 3
subtype weapon
speed 8
gfxshadow 1
weapnum 9999
shootnum 9999
jumpheight 2
nolife 1
subject_to_wall 0
candamage enemy player
palette none
anim attack
loop 0
delay 10
offset 15 120
bbox 0 0 0 0
sound data/sounds/drum2.wav
frame data/chars/misc/pbomb2/hit1.png
delay 3
frame data/chars/misc/pbomb2/hit2.png
frame data/chars/misc/pbomb2/hit3.png
frame data/chars/misc/pbomb2/hit4.png
frame data/chars/misc/pbomb2/hit5.png
frame data/chars/misc/pbomb2/hit6.png
frame data/chars/misc/pbomb2/hit7.png
frame data/chars/misc/pbomb2/hit8.png
frame data/chars/misc/pbomb2/hit9.png
frame data/chars/misc/pbomb2/hit10.png
frame data/chars/misc/pbomb2/hit11.png
frame data/chars/misc/pbomb2/hit12.png
frame data/chars/misc/pbomb2/hit13.png
frame data/chars/misc/pbomb2/hit14.png
frame data/chars/misc/pbomb2/hit15.png
frame data/chars/misc/pbomb2/hit16.png
frame data/chars/misc/pbomb2/hit17.png
frame data/chars/misc/pbomb2/hit18.png
frame data/chars/misc/pbomb2/hit19.png
frame data/chars/misc/pbomb2/hit20.png
frame data/chars/misc/pbomb2/hit21.png
frame data/chars/misc/pbomb2/hit22.png
frame data/chars/misc/pbomb2/hit23.png
frame data/chars/misc/pbomb2/hit24.png
frame data/chars/misc/pbomb2/hit25.png
frame data/chars/misc/pbomb2/hit26.png
frame data/chars/misc/pbomb2/hit27.png
frame data/chars/misc/pbomb2/hit28.png
frame data/chars/misc/pbomb2/hit29.png
spawnframe data/chars/misc/pbomb2/hit30.png 68
subentity drum
anim attack2
loop 0
delay 3
offset 15 116
bbox 0 0 0 0
frame data/chars/misc/pbomb2/hit1.png
frame data/chars/misc/pbomb2/hit2.png
frame data/chars/misc/pbomb2/hit3.png
frame data/chars/misc/pbomb2/hit4.png
frame data/chars/misc/pbomb2/hit5.png
frame data/chars/misc/pbomb2/hit6.png
frame data/chars/misc/pbomb2/hit7.png
frame data/chars/misc/pbomb2/hit8.png
frame data/chars/misc/pbomb2/hit9.png
frame data/chars/misc/pbomb2/hit10.png
frame data/chars/misc/pbomb2/hit11.png
frame data/chars/misc/pbomb2/hit12.png
frame data/chars/misc/pbomb2/hit13.png
frame data/chars/misc/pbomb2/hit14.png
frame data/chars/misc/pbomb2/hit15.png
frame data/chars/misc/pbomb2/hit16.png
frame data/chars/misc/pbomb2/hit31.png
frame data/chars/misc/pbomb2/hit32.png
frame data/chars/misc/pbomb2/hit33.png
frame data/chars/misc/pbomb2/hit34.png
frame data/chars/misc/pbomb2/hit35.png
frame data/chars/misc/pbomb2/hit36.png
frame data/chars/misc/pbomb2/hit37.png
frame data/chars/misc/pbomb2/hit38.png
frame data/chars/misc/pbomb2/hit39.png
frame data/chars/misc/pbomb2/hit40.png
frame data/chars/misc/pbomb2/hit41.png
frame data/chars/misc/pbomb2/hit42.png
frame data/chars/misc/pbomb2/hit43.png
frame data/chars/misc/pbomb2/hit44.png
sound data/sounds/drum2.wav
frame data/chars/misc/pbomb2/hit45.png
frame data/chars/misc/pbomb2/hit46.png
frame data/chars/misc/pbomb2/hit47.png
frame data/chars/misc/pbomb2/hit48.png
frame data/chars/misc/pbomb2/hit49.png
frame data/chars/misc/pbomb2/hit50.png
frame data/chars/misc/pbomb2/hit51.png
frame data/chars/misc/pbomb2/hit52.png
frame data/chars/misc/pbomb2/hit53.png
frame data/chars/misc/pbomb2/hit54.png
frame data/chars/misc/pbomb2/hit55.png
frame data/chars/misc/pbomb2/hit56.png
frame data/chars/misc/pbomb2/hit57.png
frame data/chars/misc/pbomb2/hit58.png
frame data/chars/misc/pbomb2/hit59.png
frame data/chars/misc/pbomb2/hit60.png
frame data/chars/misc/pbomb2/hit61.png
frame data/chars/misc/pbomb2/hit62.png
frame data/chars/misc/pbomb2/hit63.png
frame data/chars/misc/pbomb2/hit64.png
frame data/chars/misc/pbomb2/hit65.png
frame data/chars/misc/pbomb2/hit66.png
frame data/chars/misc/pbomb2/hit67.png
frame data/chars/misc/pbomb2/hit68.png
frame data/chars/misc/pbomb2/hit69.png
frame data/chars/misc/pbomb2/hit70.png
frame data/chars/misc/pbomb2/hit71.png
frame data/chars/misc/pbomb2/hit72.png
frame data/chars/misc/pbomb2/hit73.png
frame data/chars/misc/pbomb2/hit74.png
spawnframe data/chars/misc/pbomb2/hit75.png 167
subentity barrel
anim idle
loop 1
delay 15
offset 15 43
bbox 0 0 0 0
hitfx data/sounds/drum.wav
frame data/chars/misc/barrel/8.png
frame data/chars/misc/barrel/9.png
delay 4
attack 0 0 30 38 20 1
frame data/chars/misc/barrel/6.png
frame data/chars/misc/barrel/6.png
frame data/chars/misc/barrel/6.png
attack 0 0 0 0
delay 15
frame data/chars/misc/barrel/7.png