Canceled Metroid: Warworld & Mission to Mars

Project is halted prior to completion and will not receive further updates.
Question: When Samus is in the Morphball she lays down regular bombs and power bombs, the problem I have is that when she drops a bomb in the air it floats and does not fall to the ground. I tried to fix this by using "subject_to_gravity" set to 1, "antigravity" set to -50 and -100, but none of these worked. How do I get the bomb to fall to the ground and not float. BTW I don't want to adjust offsets so that is not an option. I use the entity as a projectile using custknife, Here is what I have:

name      powerB
health    10
type        none
alpha      0
nomove  1
lifespan    3.00
candamage    enemy
antigravity      -50
 
is it spawning on the correct Z offset ?

there is also no_adjust_base 0 command

EDIT: Wasn't this normal for bombs in the original metroid thou?
 
Yeah BesTie your right, I got on YouTube and watched some old Super Metroid videos and the bombs do float. It just looked weird on my mod for some reason though, thanks. BTW good to hear from you guy!!
 
A.D. Vanderstein said:
@ nedflandeurse, I've never tried to work with custom life bars before, but that does make the game look much nicer. Do you know of a good tutorial on this subject.

Sorry, I don't know.
But you can easily learn by checking the files of a mod using custom lifebar.
Basically, this is some kind of overlay to declare to cover lifebar borders.
 
Bloodbane made a custom lifebar for us (me and Zox) which Zox requested. You can take a look in here. I can create my own custom lifebars for my mods. :)

http://www.chronocrash.com/forum/index.php?topic=2498.msg34154#msg34154
 
Liu-Kang said:
You're welcome! Nice to hear, I'm so excited to play it- especially killin' oogaboogalers as Coolchak! Ohh are the players getting slimed to be a distinct possibility? lol, huh I never would'a thought Christine would be on the side of good, not that I'm complaining she's a nice car- well just looks nice lol, That's fair my bro n' I are demo crazy but I can see why you wouldn't be, I think the only thing I'd really want at this rate is playable Talbot/Wolf Man but the main roster still looks amazing as is! Keep up the good work it sounds like you are!  :)
Liu that's actually a good idea, I think I will try that and see how it works because Talbot is not really an enemy. I could give him a shotgun in human form and have him transform at will and use slash attacks also he could summon a wolfpack as a special.
 
A.D. Vanderstein said:
Liu-Kang said:
You're welcome! Nice to hear, I'm so excited to play it- especially killin' oogaboogalers as Coolchak! Ohh are the players getting slimed to be a distinct possibility? lol, huh I never would'a thought Christine would be on the side of good, not that I'm complaining she's a nice car- well just looks nice lol, That's fair my bro n' I are demo crazy but I can see why you wouldn't be, I think the only thing I'd really want at this rate is playable Talbot/Wolf Man but the main roster still looks amazing as is! Keep up the good work it sounds like you are!  :)
Liu that's actually a good idea, I think I will try that and see how it works because Talbot is not really an enemy. I could give him a shotgun in human form and have him transform at will and use slash attacks also he could summon a wolfpack as a special.

Oh awesome thanks!! Agreed that all sounds awesome, don't forget his signature silver cane though! ;) The wolfpack idea sounds cool though! Camaraderie with other woofs is a great idea!
 
Question: When I walk off a platform the player falls in an idle stance. I studied the manual for 2 hours last night and found nothing that I could get to work. What I want is when Samus walks off of a platform she falls and lands in a normal fall animation. I tried setting antigravity and many other things and nothing works. Is it possible for Samus to walk off of a platform and trigger a land animation. Thanks guys..
 
I believe the animation you're lookin' for iiiis-

" WALKOFF {players, enemies}

~Optional
~This animation is played when entity walks off platforms or walls
~WALK animation usually won't look good when entity is falling while walking so use this animation too to make entity look better :) "
 
This is what Liu-Kang means.

Code:
anim walkoff

	delay	25
	offset	99 85
	frame	data/chars/simonb/41.gif
	frame	data/chars/simonb/42.gif
	frame	data/chars/simonb/43.gif
	frame	data/chars/simonb/44.gif
 
I tried it and the game crashed. Here is what I have:

anim  walkoff
            loop      0
            offset    102  174
            delay    25
            Frame    data/chars/samus/alt21.gif
            Frame    data/chars/samus/alt22.gif
            Frame    data/chars/samus/alt23.gif
            Frame    data/chars/samus/alt24.gif
            Frame    data/chars/samus/alt25.gif

and the openborlog says: fatal error invalid animation name!
not sure what I did wrong...
 
That one is very old and cannot work. Use the other version that's later than 3350, like 3693 or above that works for it. You can use the latest version if you like. I'm saying that you can use any later version that can work.
 
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