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Thread: Help with making melee weapons

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    Help with making melee weapons

    Hi guys, I need help with making melee weapons:

    I am making a top-down zombie survival game and I need to be able to make multiple weapons (melee) that each have different damage and range. If possible i want to be able to pick them up (Can only equip one at a time)from the ground.

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    Re: Help with making melee weapons

    There are several ways to do this:

    Here are two different approaches

    1: Integrate the weapon in the character animation.

    This aproach is not one I recommend, but I mention it anyway.

    Make a new animation in the player character for each weapon.
    They could be called:
    - Walk with fork
    - Walk with knife
    - Stab with fork
    - Stab with knife

    If you have many weapons, this could be a bad approach as you will have to draw alot of different animations and if you ever want to change your character, this will be a timeconsuming process.


    2: Use active objects for the weapons

    This is my favorite apporach as it is easy and fast to add new weapons once you have the code ready.

    Make each weapon an active object or have one active object that have animations for each weapon.
    Always position the weapon at [0,0] from the player.
    Always set the angle of the weapon to the angle of the player. You can use the Clickteam Movement Controller object to convert a direction to an angle. My favorite apporach is to have your player using angles and not actual animation directions and then simply give the weapon the same angle as the player.

    Make the weapon in the same direction slot as the player.
    If you are using the RIGHT -> direction slot, and the weapon is 50 pixels wide, make some space at the left of the weapon, and place the hotspot at left center. This is the point the weapon will rotate around.



    Events for switching weapons

    Regardless if you use approach 1 or 2, you can use a counter or a global value or string to control which weapon is active.
    Since your player will only have one weapon, when he picks up the weapon, you could set the Global Value A to "Dagger".
    Then you will test for what Global Value A is. If it is "Dagger", make the Dagger object visible, or turn on the Dagger animation, depending on the method you use.

    I hope this gave you an idea of how to do it.

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    Re: Help with making melee weapons

    Thanks, I'll try that out as soon as I can!

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    Re: Help with making melee weapons

    Sorry for the double post.

    Ok so I tried your suggestions, but i dont hav much experience with TGF so I could get neither to work. I was wondering if I could attach my game (unfinished) so you could add it in?
    Only if you have the time.

    Thanks

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    Re: Help with making melee weapons

    We aren't going to make your game for you.

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    Re: Help with making melee weapons

    Im sorry it came out wrong. I don't want you guys to make my game for me (though it would be nice!). I just need help with setting up the gameplay aspects, which is not the majority of the game (though it is important obviously). I definately dont have enough experience with this program or enough time (I'm studying for exams etc) and to be honest, all I get is a headache when i try to figure it out for myself! :p

    So please can you guys consider helping me, and it is fine if you say no; Im sure ill find some other way.

    Thanks, Oli.

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    Re: Help with making melee weapons

    Ohoo, did this tutorial work also for MMF2 guys?
    It appear yes, but i want have the confirmation (for not be stuck in development)

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    Re: Help with making melee weapons

    Yes, as MMF2 is TGF2's superior, pretty much everything that can be done in TGF2 can be done in MMF2.

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    Re: Help with making melee weapons

    Genial, thanks for quick answering me.

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    Re: Help with making melee weapons

    Quote Originally Posted by RickyRombo
    pretty much everything that can be done in TGF2 can be done in MMF2.
    You mean everything, not pretty much everything. They're both exactly the same program - TGF2 just has lots of features not included.

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