Which part of the code controls from which coordinates of the enemy sprite the projectile ejects? I want to fix firefly duck shoot
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Projectile ejection sprite coordinates
#1 Posted 21 March 2024 - 04:42 PM
#2 Posted 21 March 2024 - 07:41 PM
There's no part of the code controlling that which is directly accessible in the scripting language. I haven't played world tour but from your description it sounds like the shot is coming out too high because it uses the same actor ducking as standing. You could either cactor to a shorter sprite for the shot or lower the z coord during the shot.
#3 Posted 21 March 2024 - 11:24 PM
It should be as easy as changing to the duck shooting trooper actor, but I can't identify were to do that. Thanks for this info anyways
#4 Posted 22 March 2024 - 06:45 AM
Saw this:
It points directly to Assault Trooper state, so I don't know why the hell it doesn't work the same.
else ifai AITROOPDUCKING { // debug 9 sizeto FF_SIZEX FF_SIZEY state troopduckstate
It points directly to Assault Trooper state, so I don't know why the hell it doesn't work the same.
This post has been edited by NukeDukem89: 22 March 2024 - 06:45 AM
#5 Posted 22 March 2024 - 10:39 AM
How high a projectile spawns is partially determined by the height of the actor who is firing. You could change the yrepeat or actor tile number in the line of code immediately preceding the line that makes it shoot, then change it right back in the next line of code.
#6 Posted 23 March 2024 - 06:05 AM
Finally opted to disable ducking behavior, as if you think about it, it doesn't fit with the overall enemy design.
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