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 vel sets?

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joshfeet
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Number of posts : 55
Age : 37
Location : my house
Registration date : 2008-07-28

PostSubject: vel sets?   August 8th 2008, 5:15 pm

well in most of the chars i have, have some velsets that would say something like
[st#, velset]
trigger1 = whatever
x = (P2dist and some number)
y = different number
I think this means the player 2 always has to be a certain distance away and if does i would like to know how that works
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blackchaos
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Number of posts : 137
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Location : London,England
Registration date : 2008-07-23

PostSubject: velset   August 8th 2008, 6:16 pm

ok

eg:


[state 2500]
type = VelSet ;setting the X or Y or both velocities for p1 but can be used for helpers.
trigger1 = blahblah
X = a minus value like -4 will move the person left, and a normal value like 4 moves right
Y = a minus value will move upwards, and a normal value will move downwards.



to stop velocity moving, make another velset with a trigger that triggers when you want the velocity to stop, make X and Y = 0



and p2bodydist x or p2dist x means the distance in pixels away from you.

if you want to view p2's distance copy and past this in your .cns file, as long as its above statedef -3
then go into training and hold ctrl and press D and at the bottom left youll see p2distance x and y, but this has nothing to do with velocity.

[statedef - 2]

[State -2, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "p2bodydist x = %f p2bodydist y = %f"
params = p2bodydist x,p2bodydist y
ignorehitpause = 1



velsets are in statedefs sometimes too.


also, in projectile code, the line velocity = is used to determine the speed of the projectile, do not give a minus value as you dont want it going backwards lol.
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joshfeet
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Number of posts : 55
Age : 37
Location : my house
Registration date : 2008-07-28

PostSubject: Re: vel sets?   August 8th 2008, 10:19 pm

wow just so perfect What a Face thanks
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