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Thread: Whips, Swords & Spears question

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    Whips, Swords & Spears question

    Hi
    what are some methods for determing when the player hits an enemy in the case of things like whips, swords and spears where the object isn't a projectile that you could just test an overlap for?

    any help would be appreciated
    Thanks


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    Re: Whips, Swords & Spears question

    Use groups/qualifiers for your invisible object
    -character collides with "good" = action

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    Re: Whips, Swords & Spears question

    I've seen an example where the whip is an entirely seperate object altogether & attaches to the action point of a swinging animation,however my own attempts at such don't seem to line up very well.Does anyone know how someting like that is done correctly?

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    Re: Whips, Swords & Spears question

    There always seems to be a slight lag in movement with "always 0,0 relative to 'X'"
    Best go the distance and draw each animation. Spears would be useful if they are thrown: "shoot spear(1) + destroy spear(in hand).

    I see my own temptation to seek cool animations. MMF is not an anim program - although it has the capability - with lots of work.

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    Re: Whips, Swords & Spears question

    Hi Atherton. Perhaps my Item Grappling Hook Example my help. It is a completly different Item from the character.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Re: Whips, Swords & Spears question

    Quote Originally Posted by arfa
    There always seems to be a slight lag in movement with "always 0,0 relative to 'X'"
    Best go the distance and draw each animation. Spears would be useful if they are thrown: "shoot spear(1) + destroy spear(in hand).

    I see my own temptation to seek cool animations. MMF is not an anim program - although it has the capability - with lots of work.
    You can fix that by having the "always" event below the position setting events.

    What is happening is that if you have the always event before the position events, it sets the position of the weapon to the current position of the player, but then under that event, the player's position moves.... so the weapon will lag behind.

    But if you move the player first, and then position the weapon to the player's very last position, it will always stay locked directly on the player.

    Hope this helps. :grin:

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