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Specific collisions #339752
08/28/10 23:30
08/28/10 23:30
Joined: Dec 2009
Posts: 361
R
rtsgamer706 Offline OP
Senior Member
rtsgamer706  Offline OP
Senior Member
R

Joined: Dec 2009
Posts: 361
I am a programmer working with the free version of A8.
I am about to start a very complex came.
Before I start I would like to know if there is a way to do specific collisions.
I know how to use general collisions (if "badguy" touches anything take 1 dmg.)
I would like to know how to do,
If if "badguy" touches bullet "a" take 1 dmg if he touches bullet "b" take 2 dmg...
Thanks in advance
rtsgamer706

Re: Specific collisions [Re: rtsgamer706] #340300
09/02/10 23:16
09/02/10 23:16
Joined: Dec 2009
Posts: 361
R
rtsgamer706 Offline OP
Senior Member
rtsgamer706  Offline OP
Senior Member
R

Joined: Dec 2009
Posts: 361
Is it really impossible to do specific collisions?

Re: Specific collisions [Re: rtsgamer706] #340306
09/03/10 00:44
09/03/10 00:44
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
no, it's really easy!
some hints:
- events
- skills
- me/you pointers
- #define
read the manual about this things and you will see what i mean...


Visit my site: www.masterq32.de
Re: Specific collisions [Re: rtsgamer706] #340366
09/03/10 14:21
09/03/10 14:21
Joined: Sep 2009
Posts: 1,035
Budapest
Aku_Aku Offline
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Aku_Aku  Offline
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Joined: Sep 2009
Posts: 1,035
Budapest
Specify skills for entites as bullet type or damage amount.
Later, when you evaluate the collision's data, you can dispatch the damage based on the stored value in the skill.

Last edited by Aku_Aku; 09/03/10 14:23.

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