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Weapon Hacking


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#41 29 November 2007 - 06:45 AM

Metalogz Offline
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@Turska
-Sorry for the dumb question, but what are the fade out animations for?


For... animations to fade out......
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#42 29 November 2007 - 07:48 AM

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Do the animations even fade out? Don't notice it.

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#43 29 November 2007 - 11:46 AM

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'Fade out animation' might not be the correct word to describe it, but the image below is hopefully more clear.
Posted Image
The fade out animation takes place when the shot reaches its maximum range while still having penetrating power (that is, the shot didn't hit a wall or an enemy).

#44 29 November 2007 - 12:47 PM

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0x0C - Rect A1 (X Axis of smoke/explosion)
0x10 - Rect A2 (Y Axis of smoke/explosion)
0x14 - Rect A3 (X Axis probably, smoke effects vanish? Possibility of it hiding behind solid)
0x18 - Rect A4 (Y Axis of smoke effects hide behind solid)


Thats wrong :x
Its Rect A1, Rect A2, B1 and Rect B2

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#45 29 November 2007 - 05:31 PM

jcys810 Offline
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'Fade out animation' might not be the correct word to describe it, but the image below is hopefully more clear.
Posted Image
The fade out animation takes place when the shot reaches its maximum range while still having penetrating power (that is, the shot didn't hit a wall or an enemy).

Oh. The collision effect eh.

Thats wrong :x
Its Rect A1, Rect A2, B1 and Rect B2

Really? That means I must have gotten my values mixed up. o.o

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#46 30 November 2007 - 11:10 AM

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Really? That means I must have gotten my values mixed up. o.o


o.o

Which means...?
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#47 30 November 2007 - 01:00 PM

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That he got the values mixed up...?

#48 30 November 2007 - 05:19 PM

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oh........

o.o
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#49 01 December 2007 - 09:11 PM

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I'm not sure if this has been posted elsewhere since it seems like people are talking about hit boxes and stuff but here's what I've found just recently using the polar star as a test weapon:

flag 0x20 - destroy breakable bricks
flag 0x40 - pierce through breakable bricks

For some reason when flag 0x04 is set I can't get the polar star to destroy any breakable blocks.

0x0C - entity collision bullet width
0x10 - entity collision bullet height
0x14 - wall collision bullet width
0x18 -wall collision bullet height

0x1C - bullet graphic offset when facing left measured from quote's right side (+left -right). Also used then shooting up.
0x20 - vertical graphic offset from quote's feet when shooting left/right. When shooting up/down its a horizontal shift measured from quote's right side.
0x24 - bullet graphic offset when facing right measured from quote's right side (+left -right). Also used then down.
0x28 - doesn't seem to do anything...

This should help wrap up the bullet part of the FAQ except for graphics.

#50 02 December 2007 - 02:39 AM

Xaser Offline
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Thanks for the exrea info there, Wistil! I can see some use coming out of at piercing flag (imagine the fireball bouncing along, taking out anything breakable in its path :p )

With changing the fadeout animations, is it theoretically possible to make, say, the fireball explode (like missiles)? It would be kinda neat to change the fireball into a grenade-launcher-ish weapon, though if I did that I would probably need a way to change the amount of fireballs allowed onscreen for each power level. Runelancer changed that, but then again, he was an assembly nut, so... ;P

I wonder... would the machinegun/bubbler's rate of fire and the spur's charge time both be easily changeable (once we find the offsets, that is), or would they be code-dependent and impossible to change without assembly? Now if only we could find that and an easy way to modify projectile speed, I'll be a happy camper.
Or, perhaps, is projectile speed somewhere in npc.tbl? Hmm... :p



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