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Devernath



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29th July, 2006 at 16:32:50 -

Does anyone know how to program the whip engine in MIG2's haunted castle 3? I tried to figure it out myself....but i cant. Can anyone help me?

 
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Ski

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29th July, 2006 at 19:31:14 -

Is it like that FIREWHIP outta the castlevania series?

 
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Devernath



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30th July, 2006 at 00:50:20 -

OK what i mean is, I make my hero character right? and say i want him to use a sword to attack enemies. I tried making an animation of the character slashing the sword as *user animation 1*. Then just put
When player 1 presses fire button 1: change animation sequence to user animation 1
another event..
If "hero" is in user animation 1 sequence + collides with "enemy": destroy enemy
but heres the problem.....
If "hero" is NOT in user animation 1 sequence+ collides with enemy: -1 to LIFE
Which is simple, you slash the enemy, he dies, you touch him, you lose life.
Simple concept, right? Heres the problem. If an enemy touches the hero from behind while hes still in user animation 1, he still kills the enemy. I know why this happens, but i need a solution. How can make a sword engine, that could work, without this bug? (btw i know i said whip enigne, but technically it would be the same idea)

 
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Silveraura

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30th July, 2006 at 01:40:06 -

When you attack, create an object in front of the player in the area the sword swings. If the enemy hits that object, it deals damage. However, if he doesn't, then he doesn't. Sound simple? This way you can make it so that if the actual player himself gets hit, he will always take on damage.

A problem you might come across is, when your player animation of the sword, hits the enemy. Even though the attack object hits the enemy, your player still does. So you and the enemy take on damage.

This can be easily fixed by making it so that the player will only receive damage from the enemy, if the attack object isn't overlapping the enemy. This should make it possible for the player to take on damage from all other enemies except for the one he is attacking. Ambushes should still work in theory, with enemies attacking you from behind, while you attack enemies from ahead.

PS: Give it a shot, tell me how it works.

 
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Devernath



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30th July, 2006 at 02:11:06 -

I like that idea, looks like itll work. See, i had tried something else, before though, creating a sword in front of the character when he presses fire, but it looked weird (its obvious that the sword pops out of nowhere). I like your idea better, it looks fluent and actually works.

 
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Ashura K.



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  02/09/2006
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6th September, 2006 at 09:57:07 -

If your'e worried about the sword appearing out of nowhere, you could have the sword be part of the animations of the character, and have a condition like:

[Condition]
-(hero) animation = user 1
+
-(hero) collides with (monster)

[action]
-Destroy (monster) {or whatever}


That might work...

 
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