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Guest Templar

EDGE bullet weapons

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Guest Templar

I'm trying to make a zombie with a super shottie but it wont work in 1.24 because the bullets dont spread out, they all hit the same spot.

Anyone know if monsters with bullet weapons will be affected by accuracy in 1.25?

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Guest Fanatic

Chec here: http://edge.sourceforge.net/doc1/ddf/attacks.htm

Add to the attack the entries for ACCURACY_ANGLE and ACCURACY_SLOPE. It should work fine with 1.24.

Issues with monsters shooting too accurately is fixed in 1.25.

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Guest Templar

yeah thanks I already changed them but its the problem that they almost never miss,

1.25 is gonna kicks some ass

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Fanatic said:

Chec here: http://edge.sourceforge.net/doc1/ddf/attacks.htm

Add to the attack the entries for ACCURACY_ANGLE and ACCURACY_SLOPE. It should work fine with 1.24.

Issues with monsters shooting too accurately is fixed in 1.25.

Hey I need to know some stuff of the new 1.25 DDF format:

How does the randomjump work nowadays, or what's the new command?
How come my scaled sprites look weird, like they're stretched and cut in half?

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Guest Fanatic

RANDOMJUMP is no more. It is now:

JUMP(LABEL:FRAME[optional],jump percentage[/optional])

JUMP(PAIN:2)
JUMP(DEATH:5,50%)

For example:

STATES(SPAWN)=PUFF:A:4:BRIGHT:NOTHING,
PUFF:A:0:BRIGHT:JUMP(SPAWN:4,50%),
PUFF:B:4:NORMAL:NOTHING,
PUFF:C:4:NORMAL:NOTHING,
PUFF:D:4:NORMAL:NOTHING,
#REMOVE;

If you are jumping within the same STATES, you still have to define the STATES to jump to. If you want to jump from the CHASE states to DEATH states, you would use JUMP(DEATH:1) to always jump to the first DEATH state frame. Likewise, you can use JUMP(DEATH:1,50%) to jump 50% of the time.

Scaling is still being rewritten, so it won't look right in the 1.25 WIP.

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