Sonic Warrior
Junior Member
Newbie stage maker; constantly cancels stages.
Posts: 80
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Post by Sonic Warrior on Jan 23, 2013 21:29:58 GMT -5
Now I may be a total idiot for writing this, but I saw this: Now you may be thinking, it's just a stage, awww but look at 1:16. hit the axe, get hurt, but how, is it a mesh he used or lots of spike balls. I'm curious is all as I figured darksupersonic741 either does other things or got busy.
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Post by Marble (LS5) on Jan 23, 2013 22:41:21 GMT -5
That's a mesh parameter no one ever uses. when loading the mesh, you can assign Hurt=1 or Die=1.
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Sonic Warrior
Junior Member
Newbie stage maker; constantly cancels stages.
Posts: 80
|
Post by Sonic Warrior on Jan 24, 2013 19:45:09 GMT -5
Ok so how would I do that? Blitz 3d and learning to code it in? Fragmotion? I mean I saw the same thing you told me in the bge manual as well: -For a mesh or animmesh you can set their mesh types as following: die, rail, grass, wood, dirt, metal. To do that, add for example die="1" to the properties line -Using the same technique above, you can make a mesh "walljumpL" or "walljumpR" labeled. L and R obviously stand for left and right. That will make Sonic go walljumping whenever he touches the mesh. Walljump meshes are to be used only in 2D areas. Also, the wall jump mesh part has to be completely vertical or else position errors will happen.
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Post by santetos on Jan 24, 2013 20:11:06 GMT -5
Just put die="1" in the stage.xml for example:
<animmesh filename="Stage/death.3ds" visible="1" collision="1" die="1"> <position x="0.0" y="0.0" z="0.0"/> <rotation pitch="0.0" yaw="0.0" roll="0.0"/> <scale x="1.0" y="1.0" z="1.0"/> <attributes> <color r="255" g="255" b="255"/> </attributes> </animmesh> And that's pretty much to it.
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Sonic Warrior
Junior Member
Newbie stage maker; constantly cancels stages.
Posts: 80
|
Post by Sonic Warrior on Jan 24, 2013 23:55:57 GMT -5
Just put die="1" in the stage.xml for example: <animmesh filename="Stage/death.3ds" visible="1" collision="1" die="1"> <position x="0.0" y="0.0" z="0.0"/> <rotation pitch="0.0" yaw="0.0" roll="0.0"/> <scale x="1.0" y="1.0" z="1.0"/> <attributes> <color r="255" g="255" b="255"/> </attributes> </animmesh>And that's pretty much to it. Looks at planet wisp's xml for bge: well i feel stupid
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