....A script I'm writing spawns an LWeapon, an arrow. But the arrow is always spawned pointing upwards, and using Weapon->Dir doesn't do anything...I have the dead state set to -1, if that makes any difference. I want the game engine to handle all the movement and such.
😞 Help!
(On a side note, the comments for ->Dir state "Used by certain weapon types to determine movement, shield deflection and such." ....is there a list of these "certain weapon types" anywhere?)
'Pointing' upwards?
Do you mean that it moves upwards, or that its sprite is facing the wrong way?
I just realized I might be an idiot.....(I'm always the last to know!) :tongue:
The entire arrow sprite moves in the proper direction, but the tip of the arrow always points up (i.e., the sprite tile is facing the wrong way), so it looks a little lame when, say, the projectile is moving in a westernly direction but the tip of the projectile is pointing north.
....but now that you've asked the question you've asked, I bet I need to use weapon->Flip to "align" the arrow with its direction of travel.
*EDIT*
Got it, with the added "undocumented" weapon->Flip values of:
- 4 = Rotate clockwise 90 degrees
- 7 = Rotate counter-clockwise 90 degrees
These flip values seem to apply generally to Combos as well (e.g., pressing "R" in the Combo Editor rotates the combos clockwise), though I don't recall seeing these values in any of the scripting documentation. I'll update the Wiki....
Or you can just draw different combos based on whether you're facing N, S, E, or W.