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Ramiz1996
Дата: Воскресенье, 17.08.2014, 22:55 | Сообщение # 826
народ, у меня вопрос
а как сделать чтобы кунаи встречались и разлетались в разные стороны при столкновении?
Skamp
Дата: Понедельник, 18.08.2014, 19:10 | Сообщение # 827
Цитата Ramiz1996 ()
народ, у меня вопрос
а как сделать чтобы кунаи встречались и разлетались в разные стороны при столкновении?

Вот тебе мой код:)
CNS
Код

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 210
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,5
channel = 4

[State 0, Helper]
type = Helper
triggerall = numhelper(211) <10
trigger1 = time = 6
trigger2 = time = 8
helpertype = normal;player
ID = 211
stateno = 211
pos = 0,-30
postype = p1

[State CHange]
type = ChangeState
trigger1 = time > 5
trigger1 = command = "y"
value = 213
ctrl = 0

[State 280, 4]
type = changestate
trigger1 = animTime = 0
value = 0
ctrl = 1

[Statedef 211]
type = S
movetype= A
physics = N
juggle  = 3
velset = 0,0
ctrl = 0
anim = stateno
poweradd = 0
sprpriority = 2

[State 0, ParentVarSet]
type = ParentVarSet
triggerall = movehit = 1
trigger1 = target,time = 0
ignorehitpause = 1
v = 3
value = 1

[State 0, ParentVarSet]
type = ParentVarSet
triggerall = moveguarded = 1
trigger1 = target,time = 0
ignorehitpause = 1
v = 4
value = 15

[State 0, ParentVarSet]
type = ParentVarSet
triggerall = moveguarded = 1
trigger1 = target,time = 0
ignorehitpause = 1
v = 7
value = 2

[State 0, Explod]
type = Explod
trigger1 = movehit
anim = 6008
ID = 6008
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
persistent = 0

[State 0, VarRandom]
type = VarRandom
trigger1 = !time
v = 2
range = -38,38

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 15
y = var(2)/10

[State 0, Angleset]
type = Angleset
trigger1 = 1
value = -20

[State 0, 1]
type = HitDef
trigger1 = !time
attr = A, NP
damage = 8,4
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 15
sparkno = S9999
sparkxy = -20, 0
hitsound = 0
guardsound = s0, 1111
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-3
air.hittime = 12

[State 0, HitOverride]
type = HitOverride
trigger1 = !time
attr = SCA, NA, SA, HA, NP, SP, HP
stateno = 2122
time = 30
forceair = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
value = 212
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 ||frontedgedist <= -20
value = 2122
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 212
ctrl = 0

[StateDef 212]
type = A
movetype= I
physics = N
juggle  = 3
velset = 0,0
ctrl = 0
anim = stateno
poweradd = 0
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 1,1
color = 256,256

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = p2bodydist x>0 || pos y >= 0 ||frontedgedist <= -20
trigger1 = !time
trigger1 = target,time = 0
ignorehitpause = 1
v = 6
value = 15

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = pos y >= 0
ignorehitpause = 1
v = 7
value = 216

[State 197, Explod]
type = Explod
trigger1 = pos y >= 0
anim = 216
ID = 216
pos = 0,0
bindtime = -1
postype = p1  ;p2,front,back,left,right
ontop = 1
ownpal = 1
scale = 0.9,0.9
facing = 1
vfacing = 1
sprpriority = 0
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = abs(rootdist x) <30
trigger1 = root,stateno =11
id = 216

[State 197, Explod]
type = Explod
trigger1 = abs(rootdist x) <30
trigger1 = root,stateno =11
anim = 218
ID = 218
pos = 0,0
bindtime = 1
postype = p1  ;p2,front,back,left,right
ontop = 1
ownpal = 1
scale = 0.9,0.9
facing = 1
vfacing = 1
sprpriority = 0
removeongethit = 1

[State 6002, AngleDraw]
type = AngleDraw
trigger1 = Pos Y < 0
trigger2 = movecontact

[State 0, AngleAdd]
type = AngleAdd
trigger1 = Pos Y < 0
trigger2 = movecontact
value = 30

[State 6002, Gravity]
type = Gravity
trigger1 = Pos Y < 0
trigger2 = movecontact

[State 6002, VelSet]
type = VelSet
trigger1 = !time
x = ifelse(random<500,-3,ifelse(random<500,-1,-4))

[State 6002, VelSet]
type = VelSet
trigger1 = !time
y = ifelse(random<500,-6,ifelse(random<500,-1,-3))

[State 0, DestroySelf]
type = DestroySelf
trigger1 = abs(rootdist x) <30
trigger1 = root,stateno =11

[State 6002, NotHitBy]
type = NotHitBy
trigger1 = !time
value = SCA
time = -1

[State 6002, VelSet]
type = VelSet
trigger1 = Pos Y > 0
x = 0
y = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 6002, PosSet]
type = PosSet
trigger1 = Pos Y > -1
y = 0

[Statedef 2122]
type = S
movetype= A
physics = N
juggle  = 3
velset = 0,0
ctrl = 0
anim = 212
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 6017
ID = 6017
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .3,.3
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 212
ctrl = 0


CMD
Цитата

;Сюрикены
[State -1, Сюрикены]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = numhelper(211) <10
trigger1 = (statetype = s) && ctrl


Разбирайся:)
Ramiz1996
Дата: Понедельник, 18.08.2014, 22:46 | Сообщение # 828
Skamp, спасибо)
буду пробывать
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