Solved Projectile direction question.

Question that is answered or resolved.
How about forcedirection?

forcedirection {dir}

  • If this command is declared, opponents hit by attackbox will face specific direction instead of facing entity.
    • 0 = no effect (used to turn off forcedirection).
    • -2 = Left. It means always left no matter where opponent is hit.
    • -1 = opposite of entity.
    • 1 = same direction of entity.
    • 2 = Right. It means always right no matter where opponent is hit.
  • Use this command with an attackbox of course.
 
I'm not a coder.
I'm not good with scripting logic etc. Only an artist.

But I want to suggest something.
perhaps you can create 2 versions of the special move (let's call them anim 1 and anim 2), and each of them would generate a normal projectile or flipped projectile.

Then a script can detect is Chinnen is facing left or right so it can choose either anim 1 or anim 2

@DCurrent and other people good with scripts would say it's certainly not an optimised method ^^; , but it would work.
But I'm not sure such a script already exists.
And I cannot create it, since I'm not a coder.
 
I'm not a coder.
I'm not good with scripting logic etc. Only an artist.

But I want to suggest something.
perhaps you can create 2 versions of the special move (let's call them anim 1 and anim 2), and each of them would generate a normal projectile or flipped projectile.

Then a script can detect is Chinnen is facing left or right so it can choose either anim 1 or anim 2

@DCurrent and other people good with scripts would say it's certainly not an optimised method ^^; , but it would work.
But I'm not sure such a script already exists.
And I cannot create it, since I'm not a coder.
For now, I'm trying this and that. If it goes well, the game progresses well.
 
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What kind sync script are you using?
Code:
void spawnbind(void Name, float dx, float dy, float dz, int iDir, int iBind)
{ // Spawn and bind other entity
 // [iDir]
 //  0 = No change.
 //  1 = Same direction as target.
 // -1 = Opposite direction as target.
 //  2 = Always right.
 // -2 = Always left.
 // [iBind]
 //  0 = No effect.
 //  1 = Keep same animation as the target.
 //  2 = Also keep same frame as the target.
 //  4 = Kill the entity if the animation doesn't match.
 // You can combine those values for bindanimation, so it can be 6 which means 2 and 4.

   void self = getlocalvar("self");
   void Spawn;

   Spawn = spawn01(Name, dx, dy, 4);
   bindentity(Spawn, self, dx, dz, dy, iDir, 0);
   changeentityproperty(Spawn, "parent", self);
}

I am using this script.
This script synchronizes the characters and effects.
With this, I want to fix the direction of the facing projectile.
 
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