Crimsondeath
Active member
Hi again.
It's possible to stick an entity to the background and make it moves only in it? I need it for this helicopter enemy:
It's also posible that the helicopter balance a little, on the direction he is moving?
Here is the full Helicopter Code:
Thanks
It's possible to stick an entity to the background and make it moves only in it? I need it for this helicopter enemy:
It's also posible that the helicopter balance a little, on the direction he is moving?
Here is the full Helicopter Code:
"Heli_Propeller" and "Heli_target" are separated entities:
the onmovexscript code:
Code:
name Helicopter_
health 500
mp 100
score 50000 5
nolife 1
speed 10
type enemy
nomove 0 1
shadow 0
agression 50
paingrab 1
setlayer -6
jugglepoints 15
knockdowncount 15
offscreenkill 500
turndelay 12
nopain 1
aimove avoidz
aimove chasex
hostile player npc
candamage player npc obstacle
subject_to_wall 0
subject_to_platform 0
subject_to_hole 0
subject_to_gravity 0
noquake 1
stealth 6 10
load Heli_propeller
load Heli_target
load Heli_shoot
hostile player npc
palette data/chars/helicopter/idle1a.gif
animationscript data/scripts/entities/helicopter/helicopter.c
onmovexscript data/scripts/entities/helicopter/helicopter_onmovex.c #<--- I tried to do the balace with onmovexscript but my script didn't work, down is the code.
anim follow1
loop 1 12 14
offset 48 26
delay 7
seta 100
@cmd spawnbind2 "Heli_Propeller" 0 18 0 1
frame data/chars/helicopter/idle1a.gif
offset 57 26
frame data/chars/helicopter/turn1a.gif
frame data/chars/helicopter/turn1b.gif
frame data/chars/helicopter/turn1c.gif
frame data/chars/helicopter/turn1d.gif
frame data/chars/helicopter/turn1e.gif
frame data/chars/helicopter/turn1f.gif
frame data/chars/helicopter/turn1g.gif
frame data/chars/helicopter/turn1h.gif
@cmd dasher 1 0 0 1
offset 90 37
frame data/chars/helicopter/walk1a.gif
frame data/chars/helicopter/walk1b.gif
frame data/chars/helicopter/walk1c.gif
frame data/chars/helicopter/walk1c.gif
frame data/chars/helicopter/walk1c.gif
anim freespecial
loop 0
offset 48 26
delay 12
seta 100
range 0 0
rangea 0 0
rangez 0 0
energycost 0
mponly 1
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind "Heli_shoot" -20 -10 1
@cmd spawnbind "Heli_shoot" 20 -10 1
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind "Heli_shoot" -20 -10 1
@cmd spawnbind "Heli_shoot" 20 -10 1
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind "Heli_shoot" -20 -10 1
@cmd spawnbind "Heli_shoot" 20 -10 1
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind "Heli_shoot" -20 -10 1
@cmd spawnbind "Heli_shoot" 20 -10 1
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind "Heli_shoot" -20 -10 1
@cmd spawnbind "Heli_shoot" 20 -10 1
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind "Heli_shoot" -20 -10 1
@cmd spawnbind "Heli_shoot" 20 -10 1
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind "Heli_shoot" -20 -10 1
@cmd spawnbind "Heli_shoot" 20 -10 1
frame data/chars/helicopter/idle1a.gif
anim idle
loop 1
offset 48 26
delay 7
seta 100
frame data/chars/helicopter/idle1a.gif
anim spawn
loop 0
offset 48 26
delay 1
seta 100
frame data/chars/helicopter/idle1a.gif
@cmd spawnbind2 "Heli_Propeller" 0 18 0 1
@cmd spawner4 "Heli_target" 0 0 0 2
frame data/chars/helicopter/idle1a.gif
frame data/chars/helicopter/idle1a.gif
anim walk
loop 0
offset 48 26
delay 7
seta 100
frame data/chars/helicopter/idle1a.gif
frame data/chars/helicopter/idle1a.gif
the onmovexscript code:
C++:
void main(){
void self = getlocalvar("self");
void propeller = getentityvar(self, 1);
float velocity = getentityproperty(self, "xdir");
if(velocity < 0){
changeentityproperty(propeller, openborconstant("ANI_FOLLOW1"), 1);
}
if(velocity > 0){
changeentityproperty(propeller, openborconstant("ANI_FOLLOW2"), 1);
}
}
Thanks