VirtusVerbis
Member
Hi All,
I'm trying to create a 'hostage' entity such that when the player punches them it frees them and they run off the screen (exit to the left of the screen).
I was thinking I only need an "Idle" and "Fall" animation defined.
I've tried the following settings:
1) Type = Obstacle, but the hostage will bounce up like a drum/obstacle and disappear before the 'fall' animation can finish (don't really want the animation to act like a drum either).
2) Type = Enemy , this works but the hostage slides around on the ground 'walking'. lol Maybe need a way to disable their movement.
3) Type = Item, not ideal since the hostage disappears once picked up.
4) Type = npc, oddly nothing spawns when I use this.
Is there an existing mod/game that implements hostages that I can reference how it should/can be done?
Here is what my hostage entity txt looks like with type = obstacle:
From Legacy Manual:
Thank you.
I'm trying to create a 'hostage' entity such that when the player punches them it frees them and they run off the screen (exit to the left of the screen).
I was thinking I only need an "Idle" and "Fall" animation defined.
I've tried the following settings:
1) Type = Obstacle, but the hostage will bounce up like a drum/obstacle and disappear before the 'fall' animation can finish (don't really want the animation to act like a drum either).
2) Type = Enemy , this works but the hostage slides around on the ground 'walking'. lol Maybe need a way to disable their movement.
3) Type = Item, not ideal since the hostage disappears once picked up.
4) Type = npc, oddly nothing spawns when I use this.
Is there an existing mod/game that implements hostages that I can reference how it should/can be done?
Here is what my hostage entity txt looks like with type = obstacle:
C:
name Woman1
health 1
type obstacle
nodieblink 3
shadow 2
offscreenkill 50
anim idle
loop 1
delay 100
offset 20 70
bbox.position.x -5
bbox.position.y -3
bbox.size.x 51
bbox.size.y 85
nodrawmethod
drawmethod flipx 0
frame data/chars/hostages/woman1/sit_tied_00.png
offset 33 77
bbox.position.x 4
bbox.position.y 6
bbox.size.x 55
bbox.size.y 81
frame data/chars/hostages/woman1/sit_tied_01.png
frame data/chars/hostages/woman1/sit_tied_02.png
frame data/chars/hostages/woman1/sit_tied_03.png
frame data/chars/hostages/woman1/sit_tied_04.png
anim fall
delay 30
offset 24 114
frame data/chars/hostages/woman1/freed_01.png
delay 7
offset 30 90
frame data/chars/hostages/woman1/freed_02.png
frame data/chars/hostages/woman1/freed_03.png
frame data/chars/hostages/woman1/freed_02.png
frame data/chars/hostages/woman1/freed_03.png
frame data/chars/hostages/woman1/freed_02.png
frame data/chars/hostages/woman1/freed_03.png
frame data/chars/hostages/woman1/freed_02.png
frame data/chars/hostages/woman1/freed_03.png
frame data/chars/hostages/woman1/freed_02.png
frame data/chars/hostages/woman1/freed_03.png
frame data/chars/hostages/woman1/freed_02.png
frame data/chars/hostages/woman1/freed_03.png
nodrawmethod
drawmethod flipx 1
delay 20
move 20
offset 49 89
frame data/chars/hostages/woman1/run_00.png
offset 49 88
frame data/chars/hostages/woman1/run_01.png
frame data/chars/hostages/woman1/run_02.png
offset 49 90
frame data/chars/hostages/woman1/run_03.png
offset 49 89
frame data/chars/hostages/woman1/run_04.png
offset 49 91
frame data/chars/hostages/woman1/run_05.png
offset 49 89
frame data/chars/hostages/woman1/run_00.png
offset 49 88
frame data/chars/hostages/woman1/run_01.png
frame data/chars/hostages/woman1/run_02.png
offset 49 90
frame data/chars/hostages/woman1/run_03.png
offset 49 89
frame data/chars/hostages/woman1/run_04.png
offset 49 91
frame data/chars/hostages/woman1/run_05.png
offset 49 89
frame data/chars/hostages/woman1/run_00.png
offset 49 88
frame data/chars/hostages/woman1/run_01.png
frame data/chars/hostages/woman1/run_02.png
offset 49 90
frame data/chars/hostages/woman1/run_03.png
offset 49 89
frame data/chars/hostages/woman1/run_04.png
offset 49 91
frame data/chars/hostages/woman1/run_05.png
offset 49 89
frame data/chars/hostages/woman1/run_00.png
offset 49 88
frame data/chars/hostages/woman1/run_01.png
frame data/chars/hostages/woman1/run_02.png
offset 49 90
frame data/chars/hostages/woman1/run_03.png
offset 49 89
frame data/chars/hostages/woman1/run_04.png
offset 49 91
frame data/chars/hostages/woman1/run_05.png
From Legacy Manual:
type {type}
- {type}:
- player: The entity is a human-controlled player.
- enemy: The entity is a CPU controlled enemy or enemy projectile.
- npc: The entity is a CPU controlled ally that will seek out and attack
- enemies. The entity is otherwise functionally identical to enemy entities with the chase subtype. You can change the NPC allegiance via hostile setting. Npc types do not count toward groups.
- item: The entity is a stationary item which can be picked up. Items can only give one bonus per item. In other words, you can’t make one item that both gives 2000 points AND gives a 1-up.
- none: The entity is a useless decoration.
- steamer: The entity constantly spews the object called Steam upwards with alpha transparency. Default offscreenkill value is 80.
- obstacle: The entity is a stationary blockade which can (normally) be destroyed.
- text: The entity is a message object. When spawned, it will freeze all objects in play and show it’s *IDLE* animation, then dissapear. It can be sped up by pressing attack or jump. Can be used for level intros, mid-level cutscenes, etc.
- trap: The entity is an obstacle which cannot be attacked. It can be made to attack, though, and will hit both players and enemies. If a trap is not set up to knock the entity down, the trap will only damage the entity one time. To hit them again, the target entity must take damage from another entity.
- endlevel: The entity is an item which, when touched by a player, will end the stage. It can be given a score value to be awarded for level completion.
- pshot: The type is outdated and does nothing. You can still use it, but it’s ignored.
- panel:The entity will scroll together with level. If the entity’s speed is 10, entity will stay with panel. If the speed is 5, it will stay with background (for direction left,right and both). This type is used to make multiple layers.
Thank you.
Last edited: