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
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!
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.
Profile edited as it messed the layout of the site up.
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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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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"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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.