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Bashe
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Posts: 2066
Registered: 11-03


I've been messing around with Whacked, trying out new things and making the game silly and such, but I realized the player can't have monster code pointers and vice versa. This comes as a problem, as I want the Spider Mastermind to shoot out SSG rounds instead of regular shotgun rounds (20 bullets instead of 7 I guess). Is there a way to do this without scripting?

Old Post 08-09-04 03:53 #
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Erik
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Posts: 2088
Registered: 10-01


if you have enough frames available, just insert 6 extra firing frames with the same code-pointer and duration 0 before or after the regular firing frame for the SMM. The sound is a problem though if you want to change it as it's the same sound as the regular sargeant attack sound.

Old Post 08-09-04 15:48 #
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Bashe
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How exactly do you add frames? I could use the worthless Pain Elemental respawn frames, but what do I do to them? Make them the Spider Mastermind shooting sprites or something?

Old Post 08-10-04 03:08 #
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WildWeasel
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Posts: 2587
Registered: 07-03


From the last frame of the Mastermind's attack, set Next Frame to the PE respawn frames, change those frames so the Sprite Number and Sub Number are the same as the last frame, have a duration of zero, and continue on to the next unused frame until you're done. Then make the last frame refer where the original last frame used to refer. You get me so far?

Then add a BEX code pointer of whatever the Mastermind's attack pointer is, to each of the frames you used. There, it's done.

Old Post 08-10-04 05:20 #
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Bashe
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Ah, I thought it might be done that way. Thanks.

Now I can do some pretty kewl shit.

Old Post 08-10-04 05:35 #
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