ho i just wanna know how t o resize a chars projectile along with the chars sprites
as this pic shows godzillas beam is down there
http://i13.photobucket.com/albums/a260/pepethelpfan/mugen8.png
sorry this is my first time trying to resize a char
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resize-ing stuff
#2
Inviato 03 September 2005 - 09:31
there ar some parameters to resize the character, HOWEVER they loose resolution when scaled...
so
for chars:
on the cns you will find a [size] parameter, if it's set to 1, then make it 0.5 and it will be half as smaller.
for projectiles it's just the same.. the parameter on the Hitdef of the projectile is
proj.dos.scale[x/y] = #
see how that works B)
so
for chars:
on the cns you will find a [size] parameter, if it's set to 1, then make it 0.5 and it will be half as smaller.
for projectiles it's just the same.. the parameter on the Hitdef of the projectile is
proj.dos.scale[x/y] = #
see how that works B)
#3
Inviato 04 September 2005 - 02:21
Hey sley, how would I move the beam to shot out of his mouth? say for example godzilla! :P
#5
Inviato 04 September 2005 - 03:55
I think what he meant was the cns file you go right under the x and y scale you will see it. But even if you change the size of the projectile it will not move the beam at right place, making it look like he's shoting some out of his private... :fiuu:
#6
Inviato 04 September 2005 - 04:22
lol you wanted to MOVE it not resize it XD
anyways the dos scale it's a constant value in the main cns...
this it's the other scale factor...
projscale = x_scale, y_scale (float)
those are the ones you guys are looking for...
now the doctor recomands:
offset = off_x, off_y (int)
postype = p1
and you place the x and y offsets at your height. the X value does not need to be move, the height it's the Y....
anyways the dos scale it's a constant value in the main cns...
this it's the other scale factor...
projscale = x_scale, y_scale (float)
Quote
offset = off_x, off_y (int)
Specifies the x and y offsets at which the projectile should be
created. Both parameters default to 0 if omitted. The exact
behavior of the offset parameters is dependent on the postype.
postype = type_string
type_string specifies the postype -- how to interpret the pos
parameters.
In all cases, a positive y offset means a downward displacement.
Valid values for postype are the following:
- p1
Interprets pos relative to p1's axis. A positive x offset is
toward the front of p1. This is the default value for postype.
- p2
Interprets pos relative to p2's axis. A positive x offset is
toward the front of p2.
- front
Interprets xpos relative to the edge of the screen that p1 is
facing toward, and ypos relative to p1's y axis. A positive x
offset is away from the center of the screen, whereas a
negative x offset is toward the center.
- back
Interprets xpos relative to the edge of the screen that p1 is
facing away from, and ypos relative to p1's y axis. A positive
x offset is toward the center of the screen, whereas a
negative x offset is away from the center.
- left
Interprets xpos and ypos relative to the upper-left corner of
the screen. A positive x offset is toward the right of the
screen.
- right
Interprets xpos and ypos relative to the upper-right corner of
the screen. A positive x offset is toward the right of the
screen.
Specifies the x and y offsets at which the projectile should be
created. Both parameters default to 0 if omitted. The exact
behavior of the offset parameters is dependent on the postype.
postype = type_string
type_string specifies the postype -- how to interpret the pos
parameters.
In all cases, a positive y offset means a downward displacement.
Valid values for postype are the following:
- p1
Interprets pos relative to p1's axis. A positive x offset is
toward the front of p1. This is the default value for postype.
- p2
Interprets pos relative to p2's axis. A positive x offset is
toward the front of p2.
- front
Interprets xpos relative to the edge of the screen that p1 is
facing toward, and ypos relative to p1's y axis. A positive x
offset is away from the center of the screen, whereas a
negative x offset is toward the center.
- back
Interprets xpos relative to the edge of the screen that p1 is
facing away from, and ypos relative to p1's y axis. A positive
x offset is toward the center of the screen, whereas a
negative x offset is away from the center.
- left
Interprets xpos and ypos relative to the upper-left corner of
the screen. A positive x offset is toward the right of the
screen.
- right
Interprets xpos and ypos relative to the upper-right corner of
the screen. A positive x offset is toward the right of the
screen.
those are the ones you guys are looking for...
now the doctor recomands:
offset = off_x, off_y (int)
postype = p1
and you place the x and y offsets at your height. the X value does not need to be move, the height it's the Y....
#7
Inviato 04 September 2005 - 05:51
I'm still confused about a few things, is this info located in the main cns only or every cns and change every offset for every projectile?
#8
Inviato 04 September 2005 - 08:29
the Fist (dos) it's in the main Cns of every char *SHOULD BE*
under the
[size]
;random crap
;son on
proj.doscale = 0
;other random crap
;son on
THEN the second thing, the one you REALLY wanted to know...
in every projectile Hit Def.
(bot size and offset = off_x, off_y )
BUT you will be looking ONLY for
offset = off_x, off_y
since all you want to do it's move the projectile UP.
B)
under the
[size]
;random crap
;son on
proj.doscale = 0
;other random crap
;son on
THEN the second thing, the one you REALLY wanted to know...
in every projectile Hit Def.
(bot size and offset = off_x, off_y )
BUT you will be looking ONLY for
offset = off_x, off_y
since all you want to do it's move the projectile UP.
B)
#9
Inviato 08 September 2005 - 17:43
Thx doctor Gatsu. Like you recomended it worked perfectly! Super Godzilla! :lol:
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