Steven's Amy Abilities

Steven's Amy Abilities 1.4.6

steven3004 submitted a new resource:

Steven's Amy Abilities - Yeah, it's another take on Amy's abilities. What, ya got a problem?

Let's just get to the point.

Giant Steps
View attachment 54179
Ability taken from the Sonic Advance series, pressing Custom 1 will make Amy hop instantly to her maximum speed. This can also be used to change momentum quickly, but that may not function in Standard Mode.

Hammer Jump
srb20021-min.gif

When you hit...​

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D00D64

Probably Responsible
I swear there's a way to get character moves to work based on the direction you're holding rather than the directing the camera is facing, if you want Amy's skip to function for Standard/Strafe like it does in Simple. I can't remember how off the top of my head though...
 

lnferno

Blazing Creator
I swear there's a way to get character moves to work based on the direction you're holding rather than the directing the camera is facing, if you want Amy's skip to function for Standard/Strafe like it does in Simple. I can't remember how off the top of my head though...
I believe it's pinned in #scripting in the OS? I can't remember off the top of my head either, and can't access there rn, but it's there. Then you just replace player.mo.angle with that snippet.
 
I swear there's a way to get character moves to work based on the direction you're holding rather than the directing the camera is facing, if you want Amy's skip to function for Standard/Strafe like it does in Simple. I can't remember how off the top of my head though...
Should I add that as an update or as a part of the actual release?
Shoot, sorry, it's already released.
I believe it's pinned in #scripting in the OS? I can't remember off the top of my head either, and can't access there rn, but it's there. Then you just replace player.mo.angle with that snippet.
I wish I could do that, but right now I'm being banned from there for being rude.
 
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Zoraxua

Idiot Hybrid
One possible solution is using player.drawangle rather than player.mo.angle since, excluding Legacy camera, players typically face in the direction the player is or was last moving in. Although, there's more than likely a far better way to do it than simply checking player.drawangle..
 
One possible solution is using player.drawangle rather than player.mo.angle since, excluding Legacy camera, players typically face in the direction the player is or was last moving in. Although, there's more than likely a far better way to do it than simply checking player.drawangle..
I tried that, but it doesn't function as well as using p.mo.angle in Simple Mode, let alone any other modes.
 

mayo

Cobaltn't 's Unwanted Twin, The Sapphire Blur!
thx for givin me this, now if you excuse me. I'll be taking this :threat:
 

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