Talk:Cactor: Difference between revisions
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# retain the original health of the first actor (as expected, but worth noting) | # retain the original health of the first actor (as expected, but worth noting) | ||
# have some kind of correlation between the last action frame of the original actor and its relation to the initial actor frame and the action frame with which the second actor starts, if that makes any sense. For example, I used a gamevar to swap a liztroop into a lizman and vice versa, and oftentimes the lizman would appear in the crouch or dead position until shot. | # have some kind of correlation between the last action frame of the original actor and its relation to the initial actor frame and the action frame with which the second actor starts, if that makes any sense. For example, I used a gamevar to swap a liztroop into a lizman and vice versa, and oftentimes the lizman would appear in the crouch or dead position until shot. | ||
nevermind, TX showed me the light |
Revision as of 22:46, 26 December 2004
There's more to cactor than simply changing the enemy type I believe. I've been doing some tests with it, and it seems to
- retain the original health of the first actor (as expected, but worth noting)
- have some kind of correlation between the last action frame of the original actor and its relation to the initial actor frame and the action frame with which the second actor starts, if that makes any sense. For example, I used a gamevar to swap a liztroop into a lizman and vice versa, and oftentimes the lizman would appear in the crouch or dead position until shot.
nevermind, TX showed me the light