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Author Topic: How to make projectiles collide or beam struggle  (Read 2109 times)

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Offline 3rdstring

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How to make projectiles collide or beam struggle
« on: September 26, 2012, 02:43:25 PM »
does anyone know anything about making any projectiles collide



Offline 3rdstring

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Re: How to code projectiles collide or beam struggle
« Reply #1 on: September 26, 2012, 02:44:40 PM »
code i mean

Offline Acey

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Re: How to make projectiles collide or beam struggle
« Reply #2 on: October 16, 2012, 10:47:00 AM »
Yes we do.

Offline 3rdstring

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Re: How to make projectiles collide or beam struggle
« Reply #3 on: October 20, 2012, 09:43:28 PM »
can you tell me how please

Offline SanjiSasuke

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Re: How to make projectiles collide or beam struggle
« Reply #4 on: October 20, 2012, 10:46:40 PM »
I think it would be helpful to clarify what you mean.

A DBZ beam struggle from what I understand must be coded into the states of both characters involved.

As for just having a hadouken disappear when it hits another fireball, that is much simpler.

Offline 3rdstring

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Re: How to make projectiles collide or beam struggle
« Reply #5 on: October 24, 2012, 05:10:51 PM »
yes like the hadoken disappear when it hit another projectile.

Offline Cyanide

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Re: How to make projectiles collide or beam struggle
« Reply #6 on: October 24, 2012, 05:57:41 PM »
If it's type = projectile. Give it a blue clsn2 and make sure that the hitflag line has a P in it.

If it's a helper you make use of type = hitoverride to send it to a secondary state where it utilises destroyself. For example

[State Hitoverride]
type = hitoverride
trigger1 = 1
value = SCA, AP
stateno = 1001
ignorehitpause = 1

and in state 1001 you would have

[State DestroySelf]
type = destroyself
trigger1 = time = 0

Offline 3rdstring

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Re: How to make projectiles collide or beam struggle
« Reply #7 on: October 25, 2012, 06:28:05 AM »
ty cyanide but where's the best place to put the code in the cns so that the character can read it

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