maxman
Well-known member
Then I changed type to enemy and it started moving around the screen. I changed it pshot and none and it still stays after hitting the enemy.
When you said "started moving around the screen", are there any animations for your character or projectile? You should have only one animation for your projectile to play a role for shooting, and that is.. anim idle. If you have other animations like walking, falling, attacking, and whatever exist, that can dance around in there. LOL Use only anim idle for your projectiles, no other anims for the char/projectile. If you are using OpenBOR.exe, then there is no problem.
I forgot that you can shoot with or without script on a player/enemy/npc character.
With script:
Code:
anim freespecial11
delay 5
bbox 5 1 57 101
offset 23 99
sound data/sounds/ryu/hadoken.wav
frame data/chars/ryu/0100000000.gif
offset 22 94
frame data/chars/ryu/0100000001.gif
offset 23 91
frame data/chars/ryu/0100000002.gif
bbox 7 0 65 88
offset 23 90
frame data/chars/ryu/0100000003.gif
bbox 32 10 44 89
offset 23 96
delay 7
@cmd shooter "Hadoken" 0 70 0 8 0 0
frame data/chars/ryu/0100000004.gif
bbox 32 6 44 89
offset 23 93
frame data/chars/ryu/0100000005.gif
bbox 32 0 44 89
offset 23 88
frame data/chars/ryu/0100000006.gif
frame data/chars/ryu/0100000007.gif
offset 24 90
frame data/chars/ryu/0100000008.gif
bbox 23 0 44 93
offset 23 92
frame data/chars/ryu/0100000009.gif
bbox 16 0 44 100
offset 23 97
frame data/chars/ryu/0100000010.gif
bbox 9 1 44 100
offset 23 99
frame data/chars/ryu/0100000011.gif
Or..
Without script:
Code:
anim freespecial11
delay 5
bbox 5 1 57 101
offset 23 99
throwframe 4
custknife hadoken
sound data/sounds/ryu/hadoken.wav
frame data/chars/ryu/0100000000.gif
offset 22 94
frame data/chars/ryu/0100000001.gif
offset 23 91
frame data/chars/ryu/0100000002.gif
bbox 7 0 65 88
offset 23 90
frame data/chars/ryu/0100000003.gif
bbox 32 10 44 89
offset 23 96
delay 7
frame data/chars/ryu/0100000004.gif
bbox 32 6 44 89
offset 23 93
frame data/chars/ryu/0100000005.gif
bbox 32 0 44 89
offset 23 88
frame data/chars/ryu/0100000006.gif
frame data/chars/ryu/0100000007.gif
offset 24 90
frame data/chars/ryu/0100000008.gif
bbox 23 0 44 93
offset 23 92
frame data/chars/ryu/0100000009.gif
bbox 16 0 44 100
offset 23 97
frame data/chars/ryu/0100000010.gif
bbox 9 1 44 100
offset 23 99
frame data/chars/ryu/0100000011.gif