![]() ![]() Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Sets target data for bots and enables this object to be targeted by bots. SetTargetAIData ( ObjectAITargetData targetAIData, bool targetAIEnabled=true) Note: Use GetTargetAIEnabled() to see if target data is enabled. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value). Sets if this object is enabled for bots to target. SetTargetAIEnabled (bool targetAIEnabled) Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget. Gets if this object is enabled for bots to target. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. The object will be destoryed if it's destructable and health reaches 0. More.įorcefully deals damage to the object. Certain objects may override this and can't be destroyed. Certain objects may override this and can't be removed. Only objects that can burn will start to burn. This is capped to the object's maximum health. SetAngularVelocity (float value, bool updateConnectedObjects) SetLinearVelocity ( Vector2 value, bool updateConnectedObjects) SetAngle (float value, bool updateConnectedObjects) SetWorldPosition ( Vector2 worldPosition, bool updateConnectedObjects) SetWorldPosition ( Vector2 worldPosition) Public Member Functions inherited from IObject Instead update the property the next update instead. Note: You can NOT disable or override this in the same update as the IObjectWeaponItem is created as the game sets the breakOnDrop later the same update. Sets the BreakOnDrop property (breaks when new contact points are registered in the world during physics update). Instead update the despawn time the next update instead. Note: You can NOT disable or override despawning in the same update as the IObjectWeaponItem is created as the game sets the despawning time later the same update. Set negative or 0 to disable current despawn. Gets if the weapon will break on drop (breaks when new contact points are registered in the world during physics update). Gets if the weapon is currently despawning. Gets the remaining despawn time if the item is despawning. Applicable when WeaponItemType is InstantPickup. Applicable when WeaponItemType is Powerup. Applicable when WeaponItemType is Thrown. Applicable when WeaponItemType is Handgun. Returns secondary handgun weapon information. Returns primary rifle weapon information. Applicable when WeaponItemType is Rifle or Handgun. For throwable weapons, this returns the max amount of throwables. For melee weapons, this returns the max durability value (100f). For ranged weapons, this returns total max possible ammo. For throwable weapons, this returns the amount of throwables. For melee weapons, this returns the current durability value (0f-100f). For ranged weapons, this returns the current ammo. Since then the game has progressed in it's Pre-Alpha stages and continues to do so.Gets the current ammo for this weapon item. Nearly 1 year after the release of Superfighters, Gurt and Hjärpe had finally released the game for the Swedish Game Awards (SGA) Competition in July 14, 2012. The project was moved from Adobe Flash to Microsoft XNA Framework, meaning that Gurt had to program the game from scratch. In response to the growing demand for an Online version of Superfighters, Gurt and Hjärpe began to develop the next version of Superfighters, known as Superfighters Deluxe. The first ofically released concept art poster for Superfighters Deluxe It was created on Adobe Flash and featured Stage Mode, 1-2 Player Mode and Survival Mode. Since then it can be found and played on many other gaming Web-Sites: Kongregate, Twoplayergames, Maxgames, and many more. Published on Newgrounds on and since has gained over 7 million views. It is a 2D platform shooter, filled with chaos and unpredictable outcomes and gameplay. The original Superfighters (newest version playable on Newgrounds), and Superfighters Deluxe (download the Windows version on Mytho-Logic Interactive). ![]() Together they have created 2 installments to the series. Consisting of Johan "Hjärpe", in Graphics and Design, and Alexander "Gurt" Siigur, in Programming. ![]() Superfighters is a series developed by Mytho-Logic Interactive. You can help The Superfighters Wiki by expanding it. ![]()
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