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markno2



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30th June, 2006 at 15:03:39 -

What's the best way to have a character change fire-arm weapons??

 
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Ski

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Candy Cane
30th June, 2006 at 15:07:43 -

Id make the weapons different active object with the same hotspots as the main character object, then put the weapons in different groups and activate/deactivate when required. Then again I cant program so Ill probably be told off in a moment for suggesting a silly method

 
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David Newton (DavidN)

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30th June, 2006 at 15:07:55 -

Have one group of events for one weapon, another for the other, and activate/deactivate them as necessary.

 
http://www.davidn.co.nr - Games, music, living in America

markno2



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30th June, 2006 at 15:11:30 -

I want to alter the character's appearance, whatever is fired is not important.

 
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Candy Cane
30th June, 2006 at 15:11:51 -

Yay

 
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Ski

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Candy Cane
30th June, 2006 at 15:20:36 -

It can still be done in this way I think? Use the original character as a template etc.

 
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David Newton (DavidN)

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30th June, 2006 at 18:41:07 -

Yes, to add to my strangely parallel post, I'd say Adam's way is as good as any.

 
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Candy Cane
30th June, 2006 at 18:44:47 -

Im so proud of myself

 
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Ski

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Candy Cane
30th June, 2006 at 18:50:05 -

In my latest game the character wears a purple handbag. To do this I cloned the character sprite and drew the handbag on top the cloned-objects frames, then scribbled over the remaining character with invisible, leaving just the hangbag.
It works perfectly, he looks like a transexual but hey!

Example;

Image



Image Edited by the Author.

 
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Retired Kliker Lazarus

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30th June, 2006 at 19:45:59 -

Awww...such a hideous creature, DD.

 
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Candy Cane
30th June, 2006 at 19:57:03 -

Excuse me? Hes no such thing!

 
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markno2



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1st July, 2006 at 00:55:39 -

Hey that method causes the weapon to lag behind the rest of the character

 
Discarded pizza boxes are an indispensable source of cheese.

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Candy Cane
1st July, 2006 at 06:22:01 -

Yeah I think it can do this, its happened to me before.

 
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..:.Phox.:..



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1st July, 2006 at 06:43:42 -

make an active object the you will call "the REAL player" make him invisible, and make HIM have all the control and movement. Make him invisible.
Then make an active object called "MASK player" this is the player that we will see, but not really the one we are moving around. make him always position himself to the "REAL player", and always have the "REAL player"'s animations that when you are moving the Real one, the mask is doing a walking animation and appear to be walking.

after this is done do the same to the object that will come allong with the Mask player (e.g. Gun/Handbag/"anything") and make it always position it'self to the "REAL player".

Now that should make it be always in place and not lag behind the character.

and there you have it.

 
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Candy Cane
1st July, 2006 at 06:47:07 -

HEY the handbag is mine, dont use that

 
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