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Muz



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17th January, 2004 at 23:11:15 -

Um, I've never really seen a decent answer to the ancient 'instant bullet' question. I need a 'sensor' object to check the line of sight for characters which hits instantly. Same thing as the 'instant bullet' thing.

Another thing is that I want a bullet trace, you know, like in most commercial games. The bullet leaves a small semi-transparent line behind it as it moves. Preferably something that doesn't take up too many active objects.

And how would you do bullet time without making everyone move along the beat of some counter. It seems so easy for the commercial games to do it these days. Even Rise of Nations has their own version of it.

Finally, how do I use the bullet object? It's got so many examples, but there isn't even a documentation.

 
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RapidFlash

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18th January, 2004 at 16:00:21 -

1. Couldn't you just create some long line that checks to see if it overlaps the player?
2. Just have something that follows the bullet (using fastloop), such as
Trigger Loop #0 --> Set X Pos of bullettrace to bullet(0,0) or something like that. It shouldn't take too many actives to do that.

 
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Rycon



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18th January, 2004 at 23:57:37 -

Rapid flash, if the bullet is going any direction but up, down, left or right, how are you gonna create some big line?

With YG3 I made a bullet trail by creating another smaller version then the bullet, that slowly fades away. And create that object from 0,0 of the bullet every X miliseconds. Change how long it takes to fade away in the animation editor (Animation speed), and try anti-alias and semi-transparency.

 
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RapidFlash

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19th January, 2004 at 13:25:52 -

You can still have a line that's diagonal.

 
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Rycon



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19th January, 2004 at 16:25:26 -

Once it goes diagonal, its not as acurate.

 
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Lazernaut



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VIP MemberThe Cake is a LieIt's-a me, Mario!Wii OwnerPokemon Ball!
20th January, 2004 at 01:59:00 -

There's an excellent example at http://www.tigerworks.co.uk

 
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