Crimsondeath
Active member
Hi again,
When I kill an obstacle their "parts" are throw away in the same direction he is facing (I'm using the tosser & tosserAnim script):
I think the issue is when the obstacle dies (and fall) he always face the same direction while falling, no matters if the hit comes from left or right:
It's suppose that tires spawned by "tosserAnim" and "tosser" must fall in the opposite direction from the obstacle impact.
The Tires falling code:
It's possible to get the obstacle falling direction (or change the obstacle direction to face the player just at falling)?
Thanks .
When I kill an obstacle their "parts" are throw away in the same direction he is facing (I'm using the tosser & tosserAnim script):
C++:
void tosser(void Bomb, float dx, float dy, float dz, float Vx, float Vy, float Vz)
{ // Tossing bomb with desired speed
void self = getlocalvar("self");
void candamage = getentityproperty(self, "candamage");
int Direction = getentityproperty(self, "direction");
int x = getentityproperty(self, "x");
int y = getentityproperty(self, "a");
int z = getentityproperty(self, "z");
void Shot;
if (Direction == 0){ //Is entity facing left?
dx = -dx; //Reverse X direction to match facing
}
Shot = projectile(Bomb, x+dx, z+dz, y+dy, Direction, 0, 1, 0);
tossentity(Shot, Vy, Vx, Vz);
changeentityproperty(Shot, "speed", Vx);
changeentityproperty(Shot, "owner", self);
changeentityproperty(Shot, "candamage", candamage);
}
void tosserAnim(void Bomb, float dx, float dy, float dz, float Vx, float Vy, float Vz, char next_anim)
{ // Tossing special bomb with speed control and same remap
void self = getlocalvar("self");
void candamage = getentityproperty(self, "candamage");
int Direction = getentityproperty(self, "direction");
int x = getentityproperty(self, "x");
int y = getentityproperty(self, "a");
int z = getentityproperty(self, "z");
void Shot;
if (Direction == 0){ //Is entity facing left?
dx = -dx; //Reverse X direction to match facing
}
Shot = projectile(Bomb, x+dx, z+dz, y+dy, Direction, 0, 1, 0);
tossentity(Shot, Vy, Vx, Vz);
changeentityproperty(Shot, "animation", openborconstant(next_anim));
changeentityproperty(Shot, "speed", Vx);
changeentityproperty(Shot, "owner", self);
changeentityproperty(Shot, "candamage", candamage);
}
I think the issue is when the obstacle dies (and fall) he always face the same direction while falling, no matters if the hit comes from left or right:
It's suppose that tires spawned by "tosserAnim" and "tosser" must fall in the opposite direction from the obstacle impact.
The Tires falling code:
Code:
anim fall
loop 0
delay 1
offset 22 51
fshadow 3
@cmd tosser "Debris_burning_tires" 0 9 0 0.44 2.5 0
@cmd tosserAnim "Debris_burning_tires" 0 20 0 0.48 3 0 "ANI_FOLLOW1"
@cmd tosserAnim "Debris_burning_tires" 0 29 0 0.52 3.5 0 "ANI_FOLLOW2"
@cmd tosserAnim "Debris_burning_tires" 0 38 0 0.56 4 0 "ANI_FOLLOW3"
@cmd spawn01 "Debris_burning_tires_flame" -8 52 1
@cmd spawn01 "Debris_burning_tires_flame" 9 48 1
@cmd spawn01 "Debris_burning_tires_flame" 10 60 0
frame data/chars/obstacles/tires/fall.gif
frame data/chars/obstacles/tires/fall.gif
frame data/chars/obstacles/tires/fall.gif
It's possible to get the obstacle falling direction (or change the obstacle direction to face the player just at falling)?
Thanks .
Last edited: