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Author Topic: Projectil with character palfx  (Read 1287 times)

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Offline Fallen_Angel

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Projectil with character palfx
« on: June 28, 2012, 08:18:28 PM »
Hello.

I have a really weird issue , I have a projectil that is taking the PalFX of the character. I have tried putting the projectil on a helper so I can use the ownpal...I have even used ownpal on the projectil, but nothing works.

This is my code:

[State 4900, Projectile]
type = Projectile
trigger1 = random = [0,750]
ProjID = 4904
projanim =  4904
projremovetime = 16
projhits = 1
projpriority = 7
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = random ,0
postype = p1         ;p2,front,back,left,right
supermovetime = 9999
pausemovetime = 9999
attr = SCA,NT        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFPD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = hard        ;light,medium,hard,back,up,diagup
air.animtype = hard
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 37,10
pausetime = 3,3
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
air.type = High
ground.slide = 0,-10
guard.slide = 0,-10
ground.hit = 0
air.hittime = 20
ground.velocity = 0,-5
air.velocity = 0,7
sprpriority = 1
fall = 1
fall.yvelocity = -5
fall.recover = 1
fall.recovertime = 4
fall.damage = 15
air.fall = 1
down.velocity = 0,-5
down.hit =1
down.bounce = 3
; this palfx applies to the enemy
palfx.time = 30
palfx.mul = 250,250,250
palfx.add = 10,10,30
palfx.sinadd =  -80,-80,-80,6
palfx.invetall = 1
envshake.time = 5
envshake.freq = 3
envshake.ampl = 5
envshake.phase = 90
fall.envshake.time = 3
fall.envshake.freq = 5
fall.envshake.ampl = 9
fall.envshake.phase = 90
ignorehitpause = 1





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Offline Beximus

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Re: Projectil with character palfx
« Reply #1 on: June 28, 2012, 08:36:47 PM »
projectiles share the palette of the creator regardless of what you add to it.

You would have to make the projectile a helper with it's own palette in order to bypass this.

You have to make a hitdef for the helper that includes all the information you intended to use for the projectile's hit.

the rest of the info like velocity and binding parameters would have to be coded into their own state controls

Offline Fallen_Angel

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Re: Projectil with character palfx
« Reply #2 on: June 28, 2012, 10:25:14 PM »
Thanks a lot Beximus. :thumbsup:


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