It is a little more of work, but at the end it should pay off. Specially for the scenario that you are describing with jumbleton. You don’t know in the future how many times you will find the same issue with a fighter, and you will have to come up with weird poses to solve it. (What you did in this case is clever)
Even though it may look fine, as Jovanny said, there will surely be many more cases where the default hitbox won’t work and there won’t be any clever ways to fill the hitbox.
So I’m basically taking a full 180-degree turn on my opinion on crouching. I originally didn’t like it because it would add complication to the code, but now it seems very important.
keep in mind… if hitbox is a subclip of projectileClip, you will need to wait an entire frame after you create the projectileClip so the engine can register the subclip… it is a common bug. Usually I declare an init var to make it work.
I kinda want him to look angry, and to make plasmioid last longer, can it be a projectile that explodes when contact with a player is made (it can only travel for about 2 secs and implodes if nothing is hit)
it’s not because it’s a subclip or anything, it’s just that the projectileClip isn’t created when the attack starts and the delay is greater than 0, so it is null. i’m gonna fix this and rework the projectile system, i should be done by tomorrow.
about the rework, right now most of the work is done inside the projectile clip. that’s kinda a problem because if there is a delay then the projectile clip should not be created until later. so i’m gonna make the projectiles update in player update instead of the projectile clip, just like how normal attacks are. this also means that after the reworking, there isn’t gonna be a global projectiles array anymore, just projectiles in the attackHitboxes array.
also i’m gonna make it so you can write custom functions that define how a specific type of projectile behaves. so we won’t have to make new properties for every way that the projectile could behave. e.g. if it bounces off walls, if it disappears if it touches something, if it orbits the player, if it’s a homing missile, if it explodes on contact, e.t.c.
hey guys, i changed the projectile system, hopefully there are no bugs.
it’s kinda late cuz i had to play with my friends they depend on me to have balanced teams
forumfight-collab.wick (1.4 MB)
i’m pretty sure some others are holding onto a version which we don’t have access to because they’re not sharing it. so i guess just merge the files. use a code merge tool (like this one I found) to merge the changes i made in the main script in the functions layer. and also replace the projectileBase clip with mines.
i don’t think “person” is the best word for that, because he’s not a human. although if i were to write a dumb animal character like pkhead, referring to any other individual, i would probably make them say “person”. because uh… in the, uh… pumpkinhead cinematic universe… either they speak english, and since humans no longer exist, they changed the word to mean any individual. or they speak an entirely different language and the word they use just translates to “person”. (i think the speak english part is more easier i’m just gonna use that)
so basically you should replace the word with another word or phrase that doesn’t heavily imply pkhead is human.
what
what’s a human-prism
i don’t remember hearing anything about tryobyte being a human prism
Tryobyte explained that his character was inspired by prisms (he likes prisms apparently), so I assume that he might be a humanoid prism… Although I guess I was not paying attention because I didn’t mention it to you guys or even wondered how clear that was…
I’ll just either rewrite the description or change his design so that it’s clear that he’s a humanoid prism.