Guest Templar Posted March 4, 2001 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? 0 Share this post Link to post
Guest Fanatic Posted March 4, 2001 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. 0 Share this post Link to post
Guest Templar Posted March 5, 2001 yeah thanks I already changed them but its the problem that they almost never miss, 1.25 is gonna kicks some ass 0 Share this post Link to post
Espi Posted March 5, 2001 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? 0 Share this post Link to post
Guest Fanatic Posted March 5, 2001 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. 0 Share this post Link to post
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