Thegr8test
Member
I'm currently using knife to call the projectile but I want to have a full power version of the attack that calls three projectiles but I don't want to use star because it's a ground attack, how can I accomplish this?
@cmd projectile 1 "robla" 78 2 140 1 0 0 2
frame data/chars/manat/sh7.gif
frame data/chars/manat/sh8.gif
@cmd projectile 1 "robla" 78 2 140 1 0 0 2
frame data/chars/manat/sh7.gif
frame data/chars/manat/sh8.gif
@cmd projectile 1 "robla" 78 2 140 1 0 0 2
frame data/chars/manat/sh7.gif
nodrawmethod
bWWd said://entity * projectile([0/1], char *name, float x, float z, float a, int direction, int pytype, int type, int map);
Code:@cmd projectile 1 "robla" 78 2 140 1 0 0 2 frame data/chars/manat/sh7.gif frame data/chars/manat/sh8.gif @cmd projectile 1 "robla" 78 2 140 1 0 0 2 frame data/chars/manat/sh7.gif frame data/chars/manat/sh8.gif @cmd projectile 1 "robla" 78 2 140 1 0 0 2 frame data/chars/manat/sh7.gif nodrawmethod
projectile(char *name, float x, float z, float a, int direction, int type, int ptype, int map);
~name is projectile's name. For above example, it's "Bullet" (with ").
~x, z and a are starting coordinate for the projectile. x is relative to leftmost level edge, z is relative to 0 and a is relative to ground.
~direction is facing direction of the projectile.
~type is only used if no name is provided and NULL is used instead. 0 for knife or 1 for shot.
~ptype specifies what kind of projectile is fired. 0 for knife or 1 for bomb.
~map specifies if fired projectile copies thrower's remap or not. 0 means it use it's own map while 1 means it use thrower's remap.
~The function itself returns the projectile entity which can be used for many things such as altering speed.
@cmd projectile 1 "robla" 78 2 140 1 0 0 2
I've added all the info I have at the manual.Thanks. I'm not finding much in the manuals but I am reverse engineering as much as I can.