DragonBall Z
Posted: Mon Nov 05, 2007 1:30 pm
Hi guys, I'm in the process of making a DBZ game and got a couple issues which I really need help with:
1) Is there any way to make a pawn react with a projectile in different ways. E.G knock it away or catch it? I have sort of achieved this by creating a projectile pawn which spawns on a trigger, but the scripting takes up alot more time.
2) Is there a way to disable, "Auto fire," for a player pawn? In other words, can I make it so that holding the melee attack button only performs the action once instead of repeatedly.
3) I'd like to add an energy trail efffect to my projectiles. I'm not sure if your familiar with DBZ, but Goku's Kame Ha would be the best example. In other words, the projectile is fired and leaves a long tail extending from the pawn's hand to the projectile.
4) Last but not least. I've added in a teleport function for the scripted players. I would like to know how to remove the bounding box for the period of time that the pawn is not rendered, so if the pawn colides with an object, he simply goes straight through it. Here's the code I've used for the teleport function.
Any help is appreciated, thanks guys.
1) Is there any way to make a pawn react with a projectile in different ways. E.G knock it away or catch it? I have sort of achieved this by creating a projectile pawn which spawns on a trigger, but the scripting takes up alot more time.
2) Is there a way to disable, "Auto fire," for a player pawn? In other words, can I make it so that holding the melee attack button only performs the action once instead of repeatedly.
3) I'd like to add an energy trail efffect to my projectiles. I'm not sure if your familiar with DBZ, but Goku's Kame Ha would be the best example. In other words, the projectile is fired and leaves a long tail extending from the pawn's hand to the projectile.
4) Last but not least. I've added in a teleport function for the scripted players. I would like to know how to remove the bounding box for the period of time that the pawn is not rendered, so if the pawn colides with an object, he simply goes straight through it. Here's the code I've used for the teleport function.
Code: Select all
InstantTransmision[()
{
PawnRender(false);
Gravity(false);
if(IsKeyDown(K_FOR))
{
PawnRender(false);
AnimateHold("SwoopForward");
ForceForward(370);
PlaySound("boost.wav");
self.think="InstantTransmisionEnd";
}
else
{
self.think="RunPlayer";
return 0;
}
}]