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shockdrop

Joined: 01 March 2005
Posts: 236
01 November 2005 23:57 (UK time)

The POO (Point of origen(SHUT IT!)) sprite is the little defualt thingy (Very scientific word) I know thats already been addresed (Not really, just talked about) but its a problem.

Destoryable sectors still cant be blown up! Or if it can how the f*ck do you do it! It doesnt work on mine...i think io got a bad version...er somin....

So those are problems that need fixing.

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arezey

Joined: 16 June 2005
Posts: 1599
02 November 2005 14:08 (UK time)

Well, waiting for the Sector HP being fixed you could do the more harder one...

#1 Make 2 Sectors, the one that is going to be blown up and the one that is busted. Remember that they must be the same size, so I would prefer <i>Copy & Paste Sector</i>.

#2 Place an object near to it. It would be best to make an invisible object that is <b>not hidden</b>.

#3 Script an event: OnObjectDie_ObjectId()

#4 Script the top block away. You might want to unhide some flame sprites and maybe an explosion (would be good if there is some TNT, in fact, this could be the obejct)

#5 Test it out!!

Oh, and I have that same problem too so it's not your comp.

Edited: 02 November 2005 14:08


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arezey

Joined: 16 June 2005
Posts: 1599
03 November 2005 19:48 (UK time)

Hey! The Projectile's point of origin works on me!

And now it doesn't...

OK, then, I found it out. If the weapon sprite <b>is smaller</b> than the square sprite, the weapon sprite is used instead. :?

Edited: 03 November 2005 19:51


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me_mantis

Joined: 26 September 2003
Posts: 1152
03 November 2005 20:19 (UK time)

Hmm. Would increasing the size of the NONE.SPR NONE.PCX image let you position more weapon mounts?

I can't try it you now, but I will after next thursday.(thats when I will be done with my next movie)

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arezey

Joined: 16 June 2005
Posts: 1599
03 November 2005 20:20 (UK time)

and now it's a sheep shooter.

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