How to use another sprites holding point?

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How to use another sprites holding point?

Postby Danny » Tue Mar 01, 2016 1:10 pm

How do i use the holding points of another sprite on my actor? I have an actor called "Solider" the solider is the main actors body, this solider as no holding points. I then have another sprite called "Machine Gun". The machine gun as a "Holding Point", so in the players/party i select my body "Solider" and weapon "Machine" gun.

So this means i have no holding points on the solider but i have holding point on the machine gun, but when i go to test my game and i fire my weapon my machine gun (Item) refuses to fire projectiles from the weapon sprite holding point, infact i don't see any projectiles at all. If then put holding points onto the solider it will work fine.

However the issue is i don't want holding points on my solider, my solider is simply a body that holds weapons, i want projectiles to fire from weapon sprite holding points, as in the weapons themselves, having holding points on the soldier won't work for what i want, you see the projectiles will fire visually wrong otherwise.

So how do i make the game use the "Holding Point" of "Weapon Sprites" only and ignore holding points of everything else on the players actor? I don't know if this is a bug or am missing some kind of option.

Can someone please help me figure this out? Thank you.

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Re: How to use another sprites holding point?

Postby Mike » Thu Mar 03, 2016 1:40 am

With the bug being fixed, you essentially should simply be able to have the holding point exist on a non body sprite and have no holding points exist on the body sprite. The new system will ensure the bullet comes out of whatever holding point it can find.

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