Certainly using facing gives me the results I want. thank youI haven't tested but maybe add ''facing 1" in the projectile header?
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.
thank you However, this feature changes the direction of the opponent I'm writing on, which is a bit different from what I'm looking for.How about forcedirection?
regarding the sync script I use, the facing doesn't change
For now, I'm trying this and that. If it goes well, the game progresses well.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.
What kind sync script are you using?
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);
}