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Author Topic: Golden Axe the Hackjob by DC  (Read 15403 times)

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Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #90 on: February 09, 2012, 11:25:01 am »
I'm not sure if it is an engine bug or some weird interaction going on, but I'm more inclined to blame it on the engine because there really isn't much to the projectile itself. Whatever the reason it's very odd. The very first time the projectile model is spawned and hits something it will run its didhitscript just fine. But after that first hit any subsequent spawns behave as if their didhitscript didn't exist, wile still running their animation scripts normally.

It also does not matter how many or few times you spawn the projectile before successfully hitting a target. You can throw it at air 50 times before you hit something and it still works - but only once and never again.

DC

*Edit* It has the fastattack property turned on to make sure it will hit even if the target just got hit with something else. I wonder if that is causing issues?
« Last Edit: February 09, 2012, 11:27:40 am by Damon Caskey »
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Offline utunnels

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Re: Golden Axe the Hackjob by DC
« Reply #91 on: February 09, 2012, 07:15:06 pm »
Fastattack sounds suspicious (though there's no real fastattack now, just shorter paintime).
I'll take a look if I have a chance.

But since you said their didhitscript didn't work, did you mean they still hit targets? If so it might be something inside the script(for example some lines in the script failed to execute correctly), what if you use a log at the very first line of your didhitscript to see if it is triggered.


Edit*

To make it quick, what if you turn off fastattack to see if it is cured?
« Last Edit: February 09, 2012, 07:22:02 pm by utunnels »

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #92 on: February 10, 2012, 09:00:29 am »
...

Yeah, it does hit. Just doesn't fire the didhitscript. Here's the rundown:

  • Projectile is spawned with a scripted projectile command during the throw animation. Just like in GA3, Tyris is stuck in her throwing animation by an infinite delay, leaving her vulnerable until projectile returns or she takes a hit.
  • Animation script in the projectile causes it to reverse direction after getting so far from owner.
  • Animation script also checks for proximity to owner and owners animation. If facing opposite of owner (meaning it's on the return trip) and within close range, the projectile kills itself and switches owner to "catch" animation. Should Tyris not be in her thrown animation (i.e. gets hit) at any time, the projectile simply kills itself.
  • When hitting something, the projectile's didhitscipt checks to see if it is on return trip. If so, nothing happens, the projectile just hits and keeps on going. Otherwise it reverses direction immediately. This is to make the boomerang bounce off a single target instead of mowing down multiples when Tyris first throws it, but not bounce off and fly away if it happens to hit something on the way back to her.

The Bug: Step 4 only works once. After that, every projectile thrown just plows right over whatever it hits and goes the full distance allowed by Step 2 before coming back. To get around that I had to hack it up using a followup and a much more messy animation script. The reason it makes no sense is each projectile thrown is a new entity.

I'll take out fastattack and see if that makes any difference.

DC

« Last Edit: February 10, 2012, 09:11:19 am by Damon Caskey »
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Offline utunnels

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Re: Golden Axe the Hackjob by DC
« Reply #93 on: February 10, 2012, 07:32:00 pm »
Are you sure there's not any mistake in the checking logic of step 4? That is why I said using a log in the first line of the didhitscript to see if it is not fired at all.

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #94 on: May 09, 2012, 11:11:08 am »
Been a while yes?

I'm slowly but surly working on getting back into things. Right now I've been experimenting with adding enemies from later series and bringing in some of the later designs. Adder is one of the biggest.



His abilities are basically a combination of every version. Like the Genesis golden Axe he can cast magic the way players do, but also has the ability from arcade Golden Axe 2 to suck your spells away before they go off with his shield. Also like arcade GA2 you have to knock off his shield before the real fight even begins, and I have a whole host of other surprises ready for unsuspecting players.

DC
« Last Edit: May 09, 2012, 11:14:28 am by Damon Caskey »
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Offline Mr.Din

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Re: Golden Axe the Hackjob by DC
« Reply #95 on: May 09, 2012, 02:03:16 pm »
Been a while yes?

I'm slowly but surly working on getting back into things. Right now I've been experimenting with adding enemies from later series and bringing in some of the later designs. Adder is one of the biggest.



His abilities are basically a combination of every version. Like the Genesis golden Axe he can cast magic the way players do, but also has the ability from arcade Golden Axe 2 to suck your spells away before they go off with his shield. Also like arcade GA2 you have to knock off his shield before the real fight even begins, and I have a whole host of other surprises ready for unsuspecting players.

DC
Sweet! this should make for a much more challenging Death Adder, I never found him to be much of a challenge in RoDA (though that game altogether is the easiest golden axe in the entire series)

Offline Bloodbane

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Re: Golden Axe the Hackjob by DC
« Reply #96 on: May 11, 2012, 02:14:49 am »
Quote
but also has the ability from arcade Golden Axe 2 to suck your spells away before they go off with his shield. Also like arcade GA2 you have to knock off his shield before the real fight even begins, and I have a whole host of other surprises ready for unsuspecting players.

 Great! Now that's how last boss should be!
OpenBoR Manual

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"The more often enemies attack, the more open they are to counter attacks"

Offline DJGameFreakTheIguana

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Re: Golden Axe the Hackjob by DC
« Reply #97 on: May 11, 2012, 02:59:29 am »
That sounds really tight DC, keep on killin' it man.

BTW, I should see if that version of Golden Axe will run on my laptop, it should though

x)

Offline darknior

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Re: Golden Axe the Hackjob by DC
« Reply #98 on: May 11, 2012, 05:38:39 am »
Really impressive ...
I discover your mod today and i think i will really love it, i love Golden Axe on Génésis :p

Your video preview is beautiful :D
Thanks a lot

Offline BeasTie

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Re: Golden Axe the Hackjob by DC
« Reply #99 on: May 11, 2012, 05:45:09 am »
Should make him your avatar then you will match UT ;)

Offline leprechaun

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Re: Golden Axe the Hackjob by DC
« Reply #100 on: May 11, 2012, 11:06:52 am »
have download link ?

Offline Hanzo

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Re: Golden Axe the Hackjob by DC
« Reply #101 on: May 11, 2012, 01:25:35 pm »
It's not finished yet leprechaun




Keepin it Old School

Offline leprechaun

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Re: Golden Axe the Hackjob by DC
« Reply #102 on: May 11, 2012, 01:30:16 pm »
:(

nice pics goooooooooood mod :cheers!: :cheers!: :cheers!:

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #103 on: August 08, 2012, 03:27:36 pm »
http://youtu.be/lNcoVQhhITI

Just another preview video, but I have been getting things done. Hard to keep up in the summer. :P

DC
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Offline darknior

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Re: Golden Axe the Hackjob by DC
« Reply #104 on: August 08, 2012, 05:12:08 pm »
Woaw ... so incredible combo ... i love it !!!

 



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