name shieldslice
health 10
type none
hostile enemy obstacle
subtype chase
gfxshadow 1
lifespan 9
subject_to_gravity 0
candamage enemy obstacle
animationscript data/scripts/grabscript.c
anim idle
loop 0
delay 1
@script
if(frame != 0){
int martelo = getglobalvar("shieldslice");
if(martelo == 0){
void self = getlocalvar("self");
killentity(self);
}
}
@end_script
hitfx data/sounds/klunk2.wav
@cmd velo001 9 0 0
attack 18 8 32 16 30 5 0 0 0 0
dropv 4 2
sound data/sounds/vuu3.wav
@cmd spawn01 "ShieldTrail" -1 0 0
offset 35 22
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo.gif
@cmd spawn01 "ShieldTrail" -1 0 0
delay 2
@cmd velo001 4 0 0
frame data/chars/capamerica/escudo2.gif
@cmd spawn01 "ShieldTrail" -1 0 0
@cmd velo001 3 0 0
frame data/chars/capamerica/escudo2.gif
@cmd velo001 2 0 0
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo2.gif
@cmd velo001 1 0 0
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo2.gif
@cmd velo001 0 0 0
@cmd spawn01 "ShieldTrail" -1 0 0
frame data/chars/capamerica/escudo2.gif
@cmd velo001 -3 0 0
delay 7
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
frame data/chars/capamerica/escudo.gif
#|edited by openBor Stats v 0.67
There are more than one types of boomerang in video games, just to name a few:
1. Basic : flies than flies to opposite direction whether it hits anything or not. Ex: Holy cross in Castlevania games.
2. Parented : flies than returns to thrower or parent whether it hits anything or not.
3. Like #1 but dies on contact with anything.
4. Chases enemies than returns to thrower after it's done chasing. Ex: Cap America's shield.
If you need example of #4, you can find it in
Avengers Template.
About your version of the shield, I need to ask this: what happens if the shield doesn't hit anything before it flies back to Cap?
i have downloaded your resource thanks ill go through it asap and learn.