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Author Topic: projectiles attach to p2  (Read 552 times)

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Offline YoungSamurai5

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projectiles attach to p2
« on: August 23, 2012, 01:39:36 PM »
how do you get projectiles to attach to p2?


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Offline Cyanide

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Re: projectiles attach to p2
« Reply #1 on: August 24, 2012, 05:01:03 AM »
Can't with a projectile, can with a helper provided they stay a target using bindtotarget. If they are no longer a target you use posset to position yourself in their place.

explods have postype = p2 which is pretty similar.

Offline YoungSamurai5

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Re: projectiles attach to p2
« Reply #2 on: August 24, 2012, 11:59:22 PM »
thank you :thumbsup:

edit: ok wait thought i had it but i dont at all

this is what i have so far

[Statedef 80000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1090
poweradd = 0
sprpriority = 1

[State 80000, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 20
y = 0

[State 80000, HitDef]
type = HitDef
trigger1 = !movehit
trigger1 = !moveguarded
attr = S,NA
damage = 0, 0
p1stateno = 80001
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s8022
sparkxy = -15,-79
guard.sparkno = -1
hitsound = s8000,1
guardsound = S8000,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = 0,0
air.type = Low
air.hittime = 15
air.velocity = 0,0
envshake.time = 1
envshake.ampl = 1

[State 80000, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

[Statedef 80001]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1091
poweradd = 0
sprpriority = 1

[State 0, BindToTarget]
type = BindToTarget
trigger1 = animelem = 1
time = 200
pos = -50,-50
;ignorehitpause =
;persistent =


[State 80001, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

what am i doing wrong?
« Last Edit: August 26, 2012, 12:50:20 AM by YoungSamurai5 »
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Offline Cyanide

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Re: projectiles attach to p2
« Reply #3 on: August 26, 2012, 01:23:38 AM »
I said it'll only bind while p2 is a target, that means they have to be in a hitstate. It will lose binding after 15 ticks, cos that's all you have for a hittime. You will have to use posset based on enemynear(0) or find the player ID from your hit.

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