Posted By
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Message
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Ben Schlessman
Registered 05/09/2005
Points 11
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27th September, 2005 at 19:21:51 -
Sorry if this has been posted elsewhere, but what is the best way of going about programming your character to have melee attacks in MMF?
Durka durka
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Windybeard Games
Registered 14/04/2005
Points 219
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27th September, 2005 at 19:33:32 -
what do you mean, like to make a character attack?
if so then it would be very very simple,
ie.
upon pressing "Space"
-play animation attack
n/a
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Ben Schlessman
Registered 05/09/2005
Points 11
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27th September, 2005 at 19:37:18 -
Sorry if I wasn't specific enough. If you were to simply change animations upon pressing a key, and have an enemy get hit while said animation is playing, that wouldn't be enough because any part of the character could be touching an enemy to have it work. Is there an easy way to press a button and have a character, say, swing a sword, and when only the sword part of the sprite is colliding with an enemy make the enemy take damage?
Durka durka
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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27th September, 2005 at 19:39:14 -
I would say there are many ways that work well if you use the right events.
how about making a seperate object for the melee weapon thats only visible when you are attacking? you will need to make the object always the same direction at your character and make it only kill things when it's visible.
Syncing the animation between player and the weapon may not be easy though.
so.
upon ctrl pressed - play attack animation (player) + make melee reappear
melee visible? + only once when event loops - play animation 1 (melee)
melee animation 1 is playing? + overlapping enemy 1 - destory enemy 1
Melee animation 1 is stopped - make melee invisible
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Ben Schlessman
Registered 05/09/2005
Points 11
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27th September, 2005 at 19:42:20 -
Thanks Andy, that sounds good and is worth tinkering around with. I guess to clarify things even more, I've got a side scroller in mind that I want to work this into. The sword as a separate object would work, but it would take some time to make perfect. Any other ideas that might be more side scroller appealing?
Durka durka
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Noyb
Registered 31/05/2004
Points 1117
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27th September, 2005 at 19:44:20 -
You could also make hitboxes, invisible active objects always positioned at the end of a fist/sword/whatever by placing it on action points to detect collisions.
"Omg. Where did they get the idea to not use army guys? Are they taking drugs?" --Tim Schafer on originality in videogames
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Ben Schlessman
Registered 05/09/2005
Points 11
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27th September, 2005 at 19:47:24 -
Yeah, those hitboxes could very well be the way to go. Thanks a bunch Noyb.
Durka durka
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Knudde (Shab) Administrator
Crazy?
Registered 31/01/2003
Points 5125
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28th September, 2005 at 19:02:58 -
or you can shoot a detector at speed 0, then remove it like this
Number of (Detector) > 0 - Add 1 to valueA.Detector
ValueA.Detector = 5 - Destroy Detector
Craps, I'm an old man!
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AndyUK Mascot Maniac
Registered 01/08/2002
Points 14586
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28th September, 2005 at 19:11:09 -
I was thinking 'sidescroller' when i came up with my suggestion. But it would work the same with an 8 way movement game too.
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Dave Matthew (Jester Gaming)
Registered 09/07/2004
Points 148
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29th September, 2005 at 04:01:02 -
you could make the 'hitboxes' Noyb suggested a copy of the main character. And then just remove anything but the weapon from the 'hitbox' animation. then you place the 'hitbox' at 0,0 from main character. that way the whole sword will be detected for collisions
n/a
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