SRB2 - Heroes Remix Help

i mean, i dont know how to even do advanced lua
so how would getting the functions be useful? no offense..
 
anywaysss, how do I make the tornado jump be spammed infinitely in the air?
addHook("SpinSpecial", function(player)
if player.mo.skin != "sonic"
return
end
if player.pflags&PF_THOKKED
return true
end
local actionspd = FixedMul(player.mo.scale, player.actionspd)
if player.mo.eflags & MFE_UNDERWATER
actionspd = $/2
end
if not P_IsObjectOnGround(player.mo)
and not (player.pflags & PF_THOKKED)
P_NukeEnemies(player.mo, player.mo, 100*FRACUNIT)
S_StartSound(player.mo, sfx_zoom)
player.mo.momy = 0*FRACUNIT
player.mo.momx = 0*FRACUNIT
player.mo.momz = 10*FRACUNIT
player.mo.state = S_PLAY_ROLL
return true
end
end)
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i also need help with a homing attack
 
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First off, learn to properly indent your code.
Lua:
addHook("SpinSpecial", function(player)
    if player.mo.skin ~= "sonic" then
        return
    end
    if player.pflags & PF_THOKKED then
        return true
    end
    local actionspd = FixedMul(player.mo.scale, player.actionspd)
    if player.mo.eflags & MFE_UNDERWATER then
        actionspd = $/2
    end
    if not P_IsObjectOnGround(player.mo)
    and not (player.pflags & PF_THOKKED) then
        P_NukeEnemies(player.mo, player.mo, 100*FRACUNIT)
        S_StartSound(player.mo, sfx_zoom)
        player.mo.momy = 0
        player.mo.momx = 0
        P_SetObjectMomZ(player.mo, 10*FRACUNIT)
        player.mo.state = S_PLAY_ROLL
        return true
    end
end)
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To do a Homing Attack, use P_LookForEnemies and P_HomingAttack. Check the Wiki for instructions on how to use them
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i think he just used only soc.
False. SRB2 Heroes' title screen is done entirely in Lua. HUD Hooks run in the title screen, as well as most Hooks like ThinkFrame.
 
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Guys, I think i figured out a way to replicate the spin trail...
P_SpawnSpinMobj
Maybe for rocket accel I can use the same function and use P_SetObjectMomZ
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I need help with spawning spin trail when jumping.
and it being removed when on ground.
Lua:
addHook("ThinkFrame", function(player)
    if player.mo.skin == "sonic"
        if player.mo.state == S_PLAY_JUMP
        P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_THOK)
         player.pflags = $1|PF_THOKKED
    end
end)
 
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Lua:
addHook("PlayerThink", function(player)
    if player.mo.skin == "sonic" then
        if player.mo.state == S_PLAY_JUMP then
            P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_THOK)
        end
    end
end)
 
ok, so it worked but the thok trail is green and it didn't repeat.
OKAY SO. the thok trail is repeating now, but I still can't fix the green thing. Ill attempt to fix it now.

heroes jump in action
srb20014.gif

its funny how you forgot for player in players.iterate do
 
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Offftopic but can ya send the code
Lua:
addHook("ThinkFrame", do
    for player in players.iterate
        if (player.mo and player.mo.valid)
            if (player.pflags & PF_JUMPED)
                player.jumpball = P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_THOK)
                player.jumpball.color = player.mo.color
            end
        end
    end
end)
 
Lua:
addHook("ThinkFrame", do
    for player in players.iterate
        if (player.mo and player.mo.valid)
            if (player.pflags & PF_JUMPED)
                player.jumpball = P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z, MT_THOK)
                player.jumpball.color = player.mo.color
            end
        end
    end
end)
How can I restrict it to a char though
 

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