Bigger enemy
#1
Posted 22 March 2012 - 03:26 PM
#2
Posted 22 March 2012 - 03:27 PM
#3
Posted 22 March 2012 - 03:29 PM
#4
Posted 22 March 2012 - 03:37 PM
#5
Posted 22 March 2012 - 03:50 PM
#6
Posted 22 March 2012 - 03:58 PM
Set the enemy's Misc Attribute 10 to 2 for a 2x2 enemy.
This isn't compatible with AutoGhost, though. It would be pretty cool if BB89 (or anyone else) could make one that uses the AutoGhost library.
{
void run()
{
while(true)
{
ExtendEnemies();
Waitframe();
}
}
void ExtendEnemies
{
npc enemy;
for(int i=Screen->NumNPCs(); i>0; i--)
{
enemy=Screen->LoadNPC(i);
if(enemy->Extend==0 && enemy->Attributes[10]!=0)
{
if(enemy->Attributes[10]==1)
enemy->Extend=1;
else if(enemy->Attributes[10]==2)
enemy->Extend=2;
}
}
}
}
#7
Posted 22 March 2012 - 04:01 PM
void run(int enemyNum){
Waitframes(4);
npc n = Screen->LoadNPC(enemyNum);
if(!n->isValid()) Quit();
n->Extend = 3;
n->HitWidth = 32;
n->HitHeight = 32;
n->TileWidth = 2;
n->TileHeight = 2;
}
}
@MoscowModder
He wants collision as well, extending it to 2 t won't effect that.
Edited by blackbishop89, 22 March 2012 - 04:06 PM.
#8
Posted 22 March 2012 - 04:10 PM
#9
Posted 22 March 2012 - 04:13 PM
#10
Posted 22 March 2012 - 04:14 PM
#11
Posted 22 March 2012 - 04:17 PM
2. Set argument D0 to the enemies position in the screen's enemies list. So if the enemy is the 9th enemy. You put 9. Only works with enemies placed on the screen. Not ones that are spawned.
#12
Posted 22 March 2012 - 04:37 PM
#13
Posted 23 March 2012 - 09:36 AM
#14
Posted 23 March 2012 - 05:31 PM
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