hitflash

Gurtag

Member
sup guys, whanted to ask if there is a script for custom hitflashes, like been able to spawn an entity in anim followX if say attackbox hits...
 
Wouldn't it be simpler to configure which type of hitflash you want to use inside your anim follow?
I don't quite see where you're going with this, can you give an example?
 
Wouldn't it be simpler to configure which type of hitflash you want to use inside your anim follow?
I don't quite see where you're going with this, can you give an example?
well for one not having to create a new entity for every new hitflash needed.... as hitflash command only suports idle anim of the say hitflash entity, i could use diferent follows anims of the same entity for diferent hitflashes it would be quite usefull..
lets say i need a new hitflash for an attackbox in my char attack anim, i go to histflashX entity and create a followX anim for say hitflash i need, then i would use it in the attack anim by spawnany script if say attackbox hits. instead of having to go create a new txt for say new histflash, declared it on models for something that only requires a single anim,.. so was just a question in case anyone had dev a spawnany script that works when an attackbox hits...
 
well for one not having to create a new entity for every new hitflash needed.... as hitflash command only suports idle anim of the say hitflash entity, i could use diferent follows anims of the same entity for diferent hitflashes it would be quite usefull..
lets say i need a new hitflash for an attackbox in my char attack anim, i go to histflashX entity and create a followX anim for say hitflash i need, then i would use it in the attack anim by spawnany script if say attackbox hits. instead of having to go create a new txt for say new histflash, declared it on models for something that only requires a single anim,.. so was just a question in case anyone had dev a spawnany script that works when an attackbox hits...

You don't want to do that. Experience speaking here. That sounds like a good idea at first, but it's a mess waiting to happen. Fine for really unique edge cases - stay away otherwise. Spawning different flash models for different hits is exactly what you're supposed to do.

Tip: Forget hitfix, and put hit sounds in the flash too.

DC
 
You don't want to do that. Experience speaking here. That sounds like a good idea at first, but it's a mess waiting to happen. Fine for really unique edge cases - stay away otherwise. Spawning different flash models for different hits is exactly what you're supposed to do.

Tip: Forget hitfix, and put hit sounds in the flash too.

DC
allright man thanks for the advice...
 
well for one not having to create a new entity for every new hitflash needed.... as hitflash command only suports idle anim of the say hitflash entity, i could use diferent follows anims of the same entity for diferent hitflashes it would be quite usefull..
lets say i need a new hitflash for an attackbox in my char attack anim, i go to histflashX entity and create a followX anim for say hitflash i need, then i would use it in the attack anim by spawnany script if say attackbox hits. instead of having to go create a new txt for say new histflash, declared it on models for something that only requires a single anim,.. so was just a question in case anyone had dev a spawnany script that works when an attackbox hits...




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Stop building new houses for every lightbulb. Scripting a universal spawner isn't just "useful" it’s the only way to stay sane when you’re dealing with complex hit-fx.
 
Stop building new houses for every lightbulb. Scripting a universal spawner isn't just "useful" it’s the only way to stay sane when you’re dealing with complex hit-fx.
I think it depends. Putting all hitflashes into one entity separated by animations will generate some extra work for palettes, mainly if you use hi-res images with tons of colors.

In addition, you will lose the hitflash command usability, since it expects for a model name, not an animation name. Additionally, you need to remember what animation corresponds to every hitflash, but using model names turns the job easier/faster.

I use it only in some exceptions when I need to alternate between two hitflashes of the same type and with a very similar palette (like fire1/fire2, shock1/shock2, etc). For any other situation I prefer separate models, like @DCurrent said.
 
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