Quote from: Makasu on December 14, 2008, 11:13:08 am
O_o the _idl doesn't work correctly. It only happens when you walk! As in if I have my sprite set to just stand there and start breathing it mixes up with the walking animation. Which makes him kinda dance around XD
I have no idea how you manage to do that, but it works perfectly fine with me with any Pixel Movmement Rate. -_-
Quote from: Makasu on December 14, 2008, 11:13:08 am
Also it appears the respawn points don't work either.
I'll check on that.
Quote from: Makasu on December 14, 2008, 11:13:08 am
Also sometimes when an allie dies they get stuck to the main player.
They are dead, what else are they supposed to do than following the player? -_-
Quote from: Makasu on December 14, 2008, 11:13:08 am
And if they're brought back to life they're still stuck on their ass.
I'll check on that, too.
Quote from: Makasu on December 14, 2008, 11:13:08 am
Oh and one more thing is there a way to make it where I don't have to equip say bullets to every member before they will actually use them if they are AI?
$game_actors[ID].item = ITEM_ID
$game_party.actors[POSITION].item = ITEM_ID
Quote from: Makasu on December 14, 2008, 11:13:08 am
Also Blizz could you possibly explain to me how I would go about making a rocket work? I have the ammo set to direct/shockwave but it only hits one enemy in total! Even if they are in the specified range of the explosion. Either that or the explosion system just doesn't work correctly? I'm not to sure or I might just be doing it wrong altogether.
1. Direct/Shockwave are INSTANT SKILLS.
2. Is your skill targeting more than one enemy? No, it's not.
3. I'll check on the explosion system, but I doubt that it's not working. It's possible, though, since I changed some stuff.
Quote from: Makasu on December 14, 2008, 11:13:08 am
And one more thing!
Is there way to make the enemies keep their distance if they have guns? I have them set to full power but they come in like incredibly close just to use them.
Enemies DO keep distance until their AI Delay Time expires. If you use Full Power, AI Delay Time is 0.
Obvious conclusion: using Full Power = no AI Delay Time = no keeping distance.
Quote from: Makasu on December 14, 2008, 11:13:08 am
another thing XD [[I keep saying this]] but I'm editing my post so I don't spamĀ your topic to badly. Either ways for some odd reason in the newest config I can't select how I want my frames to play! Like it has the little button for charge animation frames and animation frames but I can't click it. Unless thats not a button. :/
Of course you can't because you have turned off Action Sprites, Skill Sprites, Item Sprites, Charge Sprites, Charge Skill Sprites and/or Charge Item Sprites. What's the point in defining animation frames if you aren't even using Sprite Animations?!
Quote from: Makasu on December 14, 2008, 11:13:08 am
and another! Well there is two actually. Could there possibly be a way that you could add a sound indicator to let you know that say a certain type of ammo isn't compatiable with a currently equipped weapon? Because sometimes I forget that I have my hand gun equipped and I'm trying to fire rockets or vice versa. Since there is no actual way of telling what item you have equipped [[unless you have the weapon sprites on]] is such a thing possible? Just like a negative sound. Sorta like when you try to use a skill and you don't have enough SP it'll play that sound file?
If you try to use the ammo with a weapon that can't use it, it DOES make a buzzer sound. If you want to display weapons on the map, get a HUD add-on for that.
Quote from: Makasu on December 14, 2008, 11:13:08 am
And oh yeah while this may be basic rmxp knowledge is there also a way to make a weapon play an animation even if it misses? I mean I have a hand gun and I fire it but it'll only play the firing sound if the item hits the target. Other than that its quiet.
If you misses the target, there is no firing sound? That's dumb. It's like you never fired, but you DID fire, it just missed.
Quote from: Sin86 on December 14, 2008, 11:51:05 am
Quote from: Blizzard on December 14, 2008, 07:02:24 am
Quote from: Sin86 on December 13, 2008, 11:01:14 pm
In the newest version, if I try to use a homing skill(or any skill) far away from an enemy, the sprites execute their skl sprites and no projectiles come out, not only that but the sprite won't lose SP. Before than, I used to hear a sound file called system04 when using a skill far from an enemy but now I get this instead.
Are you sure that this is for ANY skill and not just homing and direct skills?
Yeah, normally you'll hear that sound until you get close to an enemy and when close, you'll get the radius(depending on the range of the skill). When you are outside the range limit, you are suppose to get that sound but instead you get your character to make their skill pose but not fire off the skill.
I'll check on that.