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[solved] Fully time stop - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14) +---- Thread: [solved] Fully time stop (/showthread.php?tid=3186) |
RE: Fully time stop - Alblaka - 07-05-2009 (07-05-2009, 03:18 PM)Someone else Wrote: If its type 0 yes if its type 3 then no. So he meant t0=itr-object, not the hit one... But i think that can't be right... If things like Henry's Super Arrow hit multiple enemies, the arrow itself is stucked, too, though it is a T3. RE: Fully time stop - Som1Lse - 07-05-2009 Yep but not in the same frame. Try downloading azriels blue skin (from the mainsite) and go into battle mode and choose 250 knights. Use his arrow and look as is still animated = stuck but not in the same frame on position. RE: Fully time stop - Alblaka - 07-05-2009 Then i learned something new today... But in case you want a MOVING slowdown zone you will need my technique XD RE: Fully time stop - Drahcir - 07-05-2009 Here, how 'bout this: The character opoints a t3 object that sends out more large, fast-moving t3s with ik0, fall:0 and bdefend:0 in both directions, i.e. one t3 per frame, in alternating directions. (Think sonic waves.) But make sure they are large and move fast, so as not to bust the object limit. You'll probably want to have state 18 on said t3s, and have the first one follow you via either weapon pick up or ik8. Also, use effect:5 or you'll get a rather epic noise. RE: Fully time stop - Alblaka - 07-05-2009 (07-05-2009, 07:49 PM)Drahcir Wrote: Here, how 'bout this: Same i have written above on page 1 already... besides you don't need MOVING objects, static ones with a huge itr will deal same... RE: Fully time stop - TheNave - 07-05-2009 fall: 0 & bdefend: 0 are the same as fall: 20 & bdefend: 16, so don't use it like that :P use fall: -1 & bdefend: -1 RE: Fully time stop - Drahcir - 07-06-2009 The thing about using moving objects is that you can stop it at any time,and it won't affect you. @Nave: Thanks for the notice. Although you may want to hit everyone with massive fall: afterwards, cuz otherwise they'll not react to attacks at ALL. RE: Fully time stop - Hax0r - 07-06-2009 Great ideas but i want to stop everyone frends and enemies only my char are normal. And when time stop is on you can hit enemies but they dont move to injured fame. RE: Fully time stop - Alblaka - 07-06-2009 (07-06-2009, 01:31 PM)Hax0r Wrote: Great ideas but i want to stop everyone frends and enemies only my char are normal. And when time stop is on you can hit enemies but they dont move to injured fame. (07-04-2009, 08:39 PM)Alblaka Wrote: The effect itself: NFC on that point, but: If you want your char NOT be stopped, but everyone else you have to make it a bit more different: After your char does this move, he goes into a special stance (without body) where you can only "move" by pressing A, D or J (or combination) to perform specific moves. If you don't use any bodys in that stance (and the moves which will lead to the stance again after they are done) your char won't be affected by the time slowdown (and he won't be hurt by ANYTHING XD). Btw: Kinda same move i planned already for the new char of mine (which i will finish after vacation). The char can control time etcetc and so (of course) one of his hellmoves is stopping time and then teleporting around, attacking enemies and healing allies. RE: Fully time stop - vandesdelca - 07-06-2009 OR give all char special Bdy that will react with timestop while your char didn't have that special bdy |