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 Armored Brain Units for Dummies - Volume 3 (7/03/11) 
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
The Decaying Soldat wrote:
Hmmm...Is it possible to use alternate fire keys? Like Z key=missles from chest/shoulders, something like the Darkstorms.


Maybe. I was thinking I'd just make different weapons and give them a "Hold Fire" function.


Wed Jul 08, 2009 10:18 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Maybe you could make his guns shoulder-mounted.
Like a missile launcher, or a huge shotgun which he holds with one hand.

That would solve the background hand issue.


Wed Jul 08, 2009 10:25 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
There was a small discussion in IRC, and it eventually led to an integrated flamethrower request.
This is the weapon sprite I've come up with, integrated, of course.
Image

I have one problem though. I need the first frame to obviously be when the gun isn't firing, and the last frame of the animation to stick after the animation has been played once when it IS firing. Right now, SpriteAnimMode = 4 makes it constantly play from start to finish, constantly "deploying" the flamethrower.

So basically:
Non firing = Frame000
Firing = Animation from Frame000 to Frame004
After Animation is finished yet Behemoth is still firing = Frame004

I assume Sparkle Magic will be needed for this?


Wed Jul 08, 2009 11:09 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
LowestFormOfWit wrote:
There was a small discussion in IRC, and it eventually led to an integrated flamethrower request.
This is the weapon sprite I've come up with, integrated, of course.
Image

I have one problem though. I need the first frame to obviously be when the gun isn't firing, and the last frame of the animation to stick after the animation has been played once when it IS firing. Right now, SpriteAnimMode = 4 makes it constantly play from start to finish, constantly "deploying" the flamethrower.

So basically:
Non firing = Frame000
Firing = Animation from Frame000 to Frame004
After Animation is finished yet Behemoth is still firing = Frame004

I assume Sparkle Magic will be needed for this?

I've got no experience with these things, but why not make the "deploying" work as a spin up (like on the gatling gun)?

EDIT: And I really like the changes you made in the update, having a giant shotfun (deliberate spelling mistake) is cooler than a rocket fist imo


Wed Jul 08, 2009 11:29 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Set the spriteanimthingeymabob to 0, and find the an actor within 30 pixels to the the gun. Check if he is firing and set the spriteanimthingeymabob to 4. Now check if the fist has reached frame 4, set spriteanimthingeymabob = 0 and set fist.frame to 4. Else set the frame to 0 and spriteanimthingeymabob to 0 too.
Shouldn't be to hard to do.

Edit: ninja'd, spin up might work, but then you'd have it animating while the gun is firing.


Wed Jul 08, 2009 11:35 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Roon3 wrote:
Edit: ninja'd, spin up might work, but then you'd have it animating while the gun is firing.

Isn't that what it should do? I mean having a concealed weapon that pops up when you fire would be cool, and perhaps even useful for fooling your opponent in a multiplayer skirmish battle


Wed Jul 08, 2009 11:51 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Wanna do that thing Perfect Zeong did with the bullets/lasers/beams/whatever they were shooting out of the Behemoth's fingers? I have a feeling that a five pronged widelaser would be pretty awesome looking...


Wed Jul 08, 2009 12:03 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Roon3 wrote:
Edit: ninja'd, spin up might work, but then you'd have it animating while the gun is firing.

That's actually what he's doing.
He's just trying to STOP it animating while you're firing.


Wed Jul 08, 2009 12:03 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Winterous wrote:
Roon3 wrote:
Edit: ninja'd, spin up might work, but then you'd have it animating while the gun is firing.

That's actually what he's doing.
He's just trying to STOP it animating while you're firing.


This. I think Roon's Sparkle Magic suggestion is what I'm looking for.


Wed Jul 08, 2009 12:15 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
SpriteAnimMode

* 0 = NOANIM
* 1 = ALWAYSLOOP
* 2 = ALWAYSRANDOM
* 3 = ALWAYSPINGPONG
* 4 = LOOPWHENMOVING
* 5 = LOOPWHENOPENCLOSE
* 6 = PINGPONGOPENCLOSE

None of those work?


Wed Jul 08, 2009 12:24 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
CrazyMLC wrote:
SpriteAnimMode

* 0 = NOANIM
* 1 = ALWAYSLOOP
* 2 = ALWAYSRANDOM
* 3 = ALWAYSPINGPONG
* 4 = LOOPWHENMOVING
* 5 = LOOPWHENOPENCLOSE
* 6 = PINGPONGOPENCLOSE

None of those work?


No, not the way I need it to.
I need a combo of 1 and 4 (4 is when firing too I think)
I need it to play when firing once, then stick on the last frame.


Wed Jul 08, 2009 1:41 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
I need that for a gun I am making as well.
Well. There are quite a few variables relating to frame count, etc.
Should be easy for anyone lua-literate.


Wed Jul 08, 2009 1:42 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Needs a better shotgun sprite.


Wed Jul 08, 2009 11:09 pm
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
insert find parent code here
if parent:GetController():IsState(Controller.WEAPON_FIRE) then
if self.Frame < 4 then
self.Frame = self.Frame + 1;
end
else
if self.Frame > 1 then
self.Frame = self.Frame - 1;
end
end
end

Basically. But that actually wouldn't work because you need to find the gun in the attachable dump and then do your lua to it. But that's the easy part.


Thu Jul 09, 2009 12:03 am
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Post Re: Armored Brain Units for Dummies -V1.01 is out! 7-07-09
Updates coming soon. Flamethrowers and mass-based fists, yum.


Sun Jul 12, 2009 1:45 am
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