Little Fighter Empire - Forums
[solved] Itr 8 / Additions? - 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] Itr 8 / Additions? (/showthread.php?tid=1872)

Pages: 1 2 3


[solved] Itr 8 / Additions? - Alblaka - 01-13-2009

Moin ^^

I read some (all, even when i hadn't understood EVERYthing) DC-tutorials on LFE and found some nice things about the itr: 8 .
Mainly it was used in tutorials for fusing (and exspecially defusing) characters.

But also somewhere was written, it could be used to put objects to/on a character.
Sadly there is no tutorial for this specific part, so i had to ask here (after searching without any results):

What exactly can you do with this itr 8? Which bugs appear if amateurs (like me) try to mess around with it?

The idea of putting objects to players seemed to be a nice idea for me:
-A shield
-Little orbs which shoot at enemys
-Special objects who trigger performed attacks later (so the character performs a move, the effect comes later)
-whatever more

Would be very happy, if a pro could waste some of his time on my stupid ideas ^^


RE: Itr 8 / Additions? - Silverthorn - 01-13-2009

Yo, I'll give you some information you should need ;)

#1: when the itr hits a bdy, it'll align itself to the centerx-value. Means, if an itr/k: 8-object hits a character the object will "teleport". centerx-value of object and character are at the same position then. centery isn't adjusted, so your character could "escape" by jumping.
#2: it will always realign itself, regardless of the wait-value that you used in the frame.
#3: this itr reacts to any type-0-bdy. It doesn't care about different teams.
#4: dvx will not push the enemy far away. Instead it tells you which frame should be gone to if a bdy is being hit. Useful for something like mines. If you step on them, they'll explode. The dvx gives the information about the starting frame.

What you should pay attention to: not much, just care for the correct syntax. And you shouldn't use a negative dvx-value, sometimes some really buggy things will happen (sometimes, not always). Besides that: the usual trial and error-game, mess around and be happy if it works ;)


RE: Itr 8 / Additions? - Alblaka - 01-13-2009

So...
An itr8 hits a character, teleports to it's x-coordinate and will force the guy to jump to the frame [dvx]...
Wow, that's funny...

If i say "dvx:0" and no injury or effect - values, will the itr8-thingy than only align to the character or do something more?

Maybe you could create a kinf of forcefield with that: It aligns to a character and delivers itr-0s around the character or something...

edit:
Thx, btw, of course


RE: Itr 8 / Additions? - MH-Razen - 01-13-2009

this shield idea is already realised in Targaros (character) and Kingdom LF2 (stage) - both shield are columns lik Julian have one, but yes it's possible.

But I#ve one thing to add: if you use itrk8 for this stuff add injury: 0 or it'll follow his original purpose: heal :p


RE: Itr 8 / Additions? - Silverthorn - 01-13-2009

(01-13-2009, 10:06 PM)Alblaka Wrote:  An itr8 hits a character, teleports to it's x-coordinate and will force the guy to jump to the frame [dvx]...
You'll have to make a clear difference between itr/kind: 3 and 8. kind 3 is for influencing others (and yourself) {catchingact/caughtact}, kind 8 is just to influence yourself. This itr is not designed for influencing others. (Just to kick out any misunderstandings ;) )

A funny thing that you can try: add an itr/kind: 8 into the running frames of a character of your choice.As a dvx, pick a random frame, let's say: 200. It's like magic, if you touch a character, you'll immediately freeze :p
Just to give you a little example what would happen ;)


RE: Itr 8 / Additions? - 1477 - 01-14-2009

Hey, Blue Phoenix, you forgot the fact that because itr/kind 8 teleports to you, you can make an object stick to you, by spawning the object on you on the itr/kind 8 frame.

This frame will cause the ball to keep hitting you, and all you need to do to make the object serve it's purpose is have the dvx go to a different frame, and make the second frame lead back to the itr/kind 8 frame (just don't make the wait too long).

I just add this because Azriel helped me using this method on my thread 'Injured Teleportation' :D.

~P.S. This method was created by Jerry Hawk


RE: Itr 8 / Additions? - Alblaka - 01-14-2009

Dang it... The shield was such a nice idea...
Nah, i will still use it, but without copying... it will be more n00bish then (with bugs, etc) but at least my own work ^^

Aww, so itr:8 can only affect my own character... Ok, that was an important point i seemed to missunderstood XD


RE: Itr 8 / Additions? - YinYin - 01-14-2009

(01-14-2009, 07:55 PM)Alblaka Wrote:  Aww, so itr:8 can only affect my own character... Ok, that was an important point i seemed to missunderstood XD
no
itr kind 8 affects any character it can touch
(just look at what happens to johns healing ball - anyone can walk through it and get shiny glitter on him)


RE: Itr 8 / Additions? - MH-Razen - 01-14-2009

Dang it... The shield was such a nice idea...

-> your char have a bdy at y: 1000 and the itr/kind 8 in the shield is there, too - so it follow this char ONLY. THe itrs for hurting enemys are on y: 0

have fun...


RE: Itr 8 / Additions? - Alblaka - 01-14-2009

On that way, that was was meant, ahhhh... ^^
Of course, there are not many chars on Y-coordinates like 1000 XD

But i though abput a shield, that works like a healing ball, equipping to that person, touching it first... And cuz i would't alter EVERY char, the shield would have to be on y 0-100...
Would that be a problem? (For example: Would the shield change it's owner every few seconds?)