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Main - Fraxy - problem with vulcan-cross frames New thread | New reply


luppolo
Posted on 12-15-08 04:16 PM Link | Quote | ID: 96824

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I'm making a little fighter to use in a try file, it has some guns and a homing ray, when his health goes under 25% it goes "frenzy", that means


activates shield (works)
guns shoot speed increases (works)
a non drawn vulcan-cross starts shooting with a custom speed

to set it's custom speed i made this event

if attack frame = 20
set attack frame to 0

so each time its attack frame goes to 20 it should shoot again, and so on

but with vulcan-cross and remote_blast it doesnt work, they just wait all those original frames before shooting again, and that's odd because i made the same thing with Bullet-Small and it works! (yes, i checked "don't delete event after execution")

plasma
Posted on 12-15-08 06:32 PM Link | Quote | ID: 96835


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Maybe you`ve forgotten, to click the option "don`t execute the action after it happened", or so ?
I`m not a good helper, because i don`t use `event scripts` often enough.
(You need much time for testing, and fixing and testing...)

A70M1C
Posted on 12-15-08 08:01 PM Link | Quote | ID: 96840


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Make sure that those 2 actually are firing by frame 20. Some weapons don't start attacking right away, so if you set it to repeat like that, it will never fire because it just loops the beginning.

Also, make sure whatever triggers the event is correct and not broken (if you are using 'play movement', I would suggest changing it to 'play attack action' and 'play move action' instead, since play movement is pretty unreliable most of the time).

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NightKev
Posted on 12-16-08 03:57 AM Link | Quote | ID: 96920


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"Play movement" isn't unreliable, you just need to know what it means. If an object is stopped ("Movement: 0 Off" or something like that in the editor) then, well, it's off. If you script an event to start the part moving, then the "play movement" condition will be true.

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luppolo
Posted on 12-16-08 03:41 PM Link | Quote | ID: 96941

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today i tried again and somehow it worked

but play movement involves both movement and attack if that element has both?

A70M1C
Posted on 12-17-08 12:20 AM Link | Quote | ID: 96988


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Posted by luppolo
but play movement involves both movement and attack if that element has both?


Correct.

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CrossTheRubicon
Posted on 12-17-08 12:32 AM Link | Quote | ID: 96991


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The Movement involves the spinning and the Attack involves the shots. You can adjust both of those separately.

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nutman217
Posted on 12-17-08 12:36 AM (rev. 4 of 12-17-08 12:38 AM) Link | Quote | ID: 96992


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A way of stopping movement of just the movement or attack is by using an event.

Make the starting frame of the attack/movement at -2.

Condition:
Move/Attack frame = -1
Action :
Move/Attack frame change to = -2
Don't delete after trigger.


With a little help from variables, you can disable or enable one or the other and enable them as well.

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