throwframe and tossframe adjust X offset request

ABK

Well-known member
Its currently possible to adjust Y offset ( throwframe {frame} {a} ) of thrown projectile but its not possible to adjust its X offset and i have to make workarounds by adding empty frames to different knifes etc, would be great if we would have one more value to adjust offset of the knife so i dont have to make separate knifes for every character cause their frames look different and one knife dont match all characters, i need to move knife left or right a bit on different characters and for this i have to use separate knife entity for every char, having X offset in throwframe would solve that issue  :)
 
Use @cmd projectile instead.

But why don't you use spawnframe?
 
i use it as bomb, and i use it in jump anim and on the ground as well, id like to adjust where bomb will appear and adjust its X coord cause its different in jump and different on the ground, and using 2 separate bomb entities is a bit like waste of resources.
 
Then @cmd projectile is the way to go. 

@cmd projectile 1 "bomb" x z a 1 0 1


Also there are many already made script functions that do the job in different way.
 
i didnt know that command, thanks it works great  ;D
wheres some list of all the functions ?
 
@cmd projectile 1 "bomb" x z a 1 0 1

Let me guess. I understand about @cmd and maybe that second word (projectile). But I don't understand the number saying 1 between "projectile" and "bomb". Also for the last 6 there, are they all in 6 parameters for setting the type or just 3? I would like to make a char to shoot in 2 directions on both ground and airborne where I'm struggling. The directions I'd like a char to shoot on ground are upward and diagonal upward (forward), and airborne, a char to shoot diagonal upward and downward.

I did use @cmd shoot "smolshot" 0 70 0 for shooting and I think it worked fine. Before, I thought I had a problem with double jumping with a char using that script so I used a nonscript shooting. After I used a nonscript shooting, still a same problem till I don't need double jump for a char. I will go back to using the scripted version for the shooting again.
 
Maxman, you need different kind of projectile for shooting upwards and downwards. You can't use commands mentioned by bWWd and utunnels above.
 
@maxman

That 1 is a workaround for relative direction and velocity. For example, if you character face left, x and direction will be flipped so it can replace throwframe command.
 
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