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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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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.

 
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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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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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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

 
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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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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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1st July, 2006 at 07:29:13 -

Or to put it simply, the lag can be removed by ensuring the "always - set handbag/gun to position" after the movement events take place.

Otherwise, you set the position, then move the character out the way. Lol. I've done that a couple of times by accident.

 
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Del Duio

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1st July, 2006 at 07:34:21 -

Fox has a good idea with what he says. That way, you don't have to do a zillion events for EVERY possibility for your player character. (Events for a hamster with a purple handbag, then more for a blue handbag, then more for a green handbag..) The best thing about Fox's method is that you'd only have to test collisions on the actual player character itself and you'd save yourself a ton of work.

I suggest taking what he says a bit further too- Have the mask character have say 5 different sets of user-defined animations like Purple, Blue, Green, etc. Then you could store the value of your weapon (or handbag) globally and set the user animation you made to the corresponding weapon value.

Something like:

If WEAPON = 0 then change animation to "Blue"(character mask)
If WEAPON = 1 then change animation to "Purple"(character mask)
If WEAPON = 2 then change animation to "Green"(character mask)

You'd have to account for different states like movement and attacks, but that's the general idea at least.



 
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1st July, 2006 at 12:51:27 -

Yep, forgot to say that.

 
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Candy Cane
1st July, 2006 at 12:58:38 -

Hmmm so did I... I knew that..yeees ¬_¬

 
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markno2



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2nd July, 2006 at 11:37:32 -

How do you get the animations in sync with Fox's method?

 
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Dustin Gunn

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2nd July, 2006 at 11:44:38 -

You're going to need to develop for the PS3 if you want real-time... weapon change. Sorry.

 
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markno2



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3rd July, 2006 at 05:19:06 -

No there is a way. Look at Schizo Bob, it has several real-time weapon changes... All at once!

 
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Del Duio

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3rd July, 2006 at 07:38:48 -

You could always set the animation frame of the mask to the animation frame of the actual player. That's what I'd do.

 
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markno2



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3rd July, 2006 at 10:01:20 -

What code do I use?

 
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colej_uk



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3rd July, 2006 at 10:07:33 -

In Bob The Schizo, Bob is an active object, and both his arms are seperate active objects with the weapon anmations.

 
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Del Duio

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3rd July, 2006 at 11:41:38 -

Does Bob the Schizo have points where the arms are "off" a bit? I tried using a separate object for my weapons in Captain of the Guard, but sometimes the weapon wouldn't synch up correctly or disappear a nanosecond too early. I even had it to always set too. Weird huh?

Since then I've been making the weapon a part of the actual picture, so that those problems don't happen anymore. It would be nice to use separate weapons or body parts on occasion though.

 
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3rd July, 2006 at 14:49:28 -

I think I know what you mean, and the way around that is to move the arms whenever the player object is moved.

For example, in the platform engine when pressing right=Bob to move X+1, also give that X+1 event to the arms so they won't lag.
If you have an main object with a built in movement, for example bouncng ball, you can also give the same movement (and speed, direction etc) to the other object.


 
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markno2



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4th July, 2006 at 09:31:53 -

How do you get the animation in sync with Fox's method because you can use default platform movement

 
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4th July, 2006 at 09:46:56 -

Concerning lag: listen to Nick because he's RIGHT.

 
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