collapse

Author Topic: Projectil with character palfx  (Read 1326 times)

0 Members and 1 Guest are viewing this topic.

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Projectil with character palfx
« on: June 28, 2012, 08:18:28 PM »
Hello.

I have a really weird issue , I have a projectil that is taking the PalFX of the character. I have tried putting the projectil on a helper so I can use the ownpal...I have even used ownpal on the projectil, but nothing works.

This is my code:

[State 4900, Projectile]
type = Projectile
trigger1 = random = [0,750]
ProjID = 4904
projanim =  4904
projremovetime = 16
projhits = 1
projpriority = 7
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = random ,0
postype = p1         ;p2,front,back,left,right
supermovetime = 9999
pausemovetime = 9999
attr = SCA,NT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFPD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard        ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 37,10
pausetime = 3,3
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.type = High
ground.slide = 0,-10
guard.slide = 0,-10
ground.hit = 0
air.hittime = 20
ground.velocity = 0,-5
air.velocity = 0,7
sprpriority = 1
fall = 1
fall.yvelocity = -5
fall.recover = 1
fall.recovertime = 4
fall.damage = 15
air.fall = 1
down.velocity = 0,-5
down.hit =1
down.bounce = 3
; this palfx applies to the enemy
palfx.time = 30
palfx.mul = 250,250,250
palfx.add = 10,10,30
palfx.sinadd =  -80,-80,-80,6
palfx.invetall = 1
envshake.time = 5
envshake.freq = 3
envshake.ampl = 5
envshake.phase = 90
fall.envshake.time = 3
fall.envshake.freq = 5
fall.envshake.ampl = 9
fall.envshake.phase = 90
ignorehitpause = 1





sig made by shullbocka

Offline Beximus

  • IMT Content Architect
  • *
  • Posts: 567
  • Last Login:June 20, 2020, 07:21:19 PM
    • Email
Re: Projectil with character palfx
« Reply #1 on: June 28, 2012, 08:36:47 PM »
projectiles share the palette of the creator regardless of what you add to it.

You would have to make the projectile a helper with it's own palette in order to bypass this.

You have to make a hitdef for the helper that includes all the information you intended to use for the projectile's hit.

the rest of the info like velocity and binding parameters would have to be coded into their own state controls

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: Projectil with character palfx
« Reply #2 on: June 28, 2012, 10:25:14 PM »
Thanks a lot Beximus. :thumbsup:


sig made by shullbocka

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

Virtual Bart Science Fair by Rage
[June 21, 2024, 01:25:51 PM]


Turn Battle - Mega Man Robot Master Mayhem by O Ilusionista
[June 18, 2024, 10:11:08 AM]


Classic VS : Cheng / Athena by O Ilusionista
[June 18, 2024, 10:10:26 AM]


Downtown Nekketsu Monogatari Stage Pack by Vegaz by LightFlare
[June 17, 2024, 02:30:12 PM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by Uche_of_IMT
[June 10, 2024, 11:25:24 PM]


Street Fighter Spec Ops 2021 by O Ilusionista
[June 08, 2024, 01:36:06 PM]


Lasombra's IKEMEN Go Interactive Stages' WIP Topic and Releases by Lasombra Demon
[June 06, 2024, 07:34:10 PM]


Kirby the Dream Battle by O Ilusionista
[June 06, 2024, 01:04:12 PM]


Neo Geo Pocket by malevka2
[June 05, 2024, 10:53:57 AM]


[WIP] Pocket Dimensional Clash 2 by O Ilusionista
[June 03, 2024, 03:18:12 PM]

* IMT Calendar

June 2024
Sun Mon Tue Wed Thu Fri Sat
1
2 3 4 5 6 7 8
9 10 11 12 13 14 15
16 17 18 19 20 21 22
[23] 24 25 26 27 28 29
30

SimplePortal 2.3.5 © 2008-2012, SimplePortal