Staredit Network

Staredit Network -> Modding Assistance -> Attacks that stay?
Report, edit, etc...Posted by SubFocus on 2007-01-18 at 14:14:53
Could someone teach me how to make weapons that stay on the ground after being used? Like, they hit the ground, but the explosion stays there for an amount of time and keeps doing damage.

I've seen it done before, by BSTRhino I think, and I might have even seen a tutorial before, but I don't remember where it was.
Report, edit, etc...Posted by Killer_Kow(MM) on 2007-01-18 at 14:40:41
I've done this one before, so it won't be a problem smile.gif

Let's say you want to make a grenade spawn damaging fire upon exploding.

Open the grenade (or whatever projectile you're using) in IceCC, and add an imgol to spawn an unused sprite, which you will change to fire graphics using DatEdit.

Now open the iscript of the sprite you're using for the fire. Change it to look something like this:

CODE

"XSprite"init:
playfram X
domissiledmg
wait X
playfram Y
domissiledmg
;use whatever frames you want, change the wait and the number of playfram/domissiledmg to suit your timing needs
goto "XSprite"death

"XSprite"death
wait 1
end


And that's pretty well it. If you have problems with any of this, let me know.
Report, edit, etc...Posted by SubFocus on 2007-01-18 at 15:36:01
Hmmm. Thank you. But, which of the "wait" 's controls how long it stays on the ground for?
Report, edit, etc...Posted by Voyager7456(MM) on 2007-01-18 at 16:54:23
The one in the init animation.
Report, edit, etc...Posted by Killer_Kow(MM) on 2007-01-19 at 14:40:24
Wrong, Voyager!

There is no wait that determines how long the animation will stay. That depends on how many sequences you have. The wait I put there is to determine how much time will be between each frame and each domissiledmg. The total amount of time depends on how many sequences you have.
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