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Look inside plz - 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: Advanced Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=13) +---- Thread: Look inside plz (/showthread.php?tid=27) |
Look inside plz - MH-Razen - 03-08-2008 DarkZorro Ok how can I make something like that? ![]() I mean the weapon and the green hurted fluid. So plz help ![]() Maybe it helps when I show you the sprites: ![]() Dome hm... well, I think thats easy <frame> 12 heavy_obj_walk pic: 23 state: 1 wait: 3 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 42 y: 23 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> <frame> 13 heavy_obj_walk pic: 24 state: 1 wait: 3 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 43 y: 23 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> <frame> 14 heavy_obj_walk pic: 25 state: 1 wait: 3 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 43 y: 22 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> <frame> 15 heavy_obj_walk pic: 26 state: 1 wait: 3 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 44 y: 22 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> <frame> 16 heavy_obj_run pic: 125 state: 2 wait: 3 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\003.wav wpoint: kind: 1 x: 41 y: 28 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> <frame> 17 heavy_obj_run pic: 126 state: 2 wait: 3 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 39 y: 27 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> <frame> 18 heavy_obj_run pic: 127 state: 2 wait: 3 next: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\004.wav wpoint: kind: 1 x: 40 y: 28 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> <frame> 19 heavy_stop_run pic: 128 state: 15 wait: 7 next: 999 dvx: 2 dvy: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\009.wav wpoint: kind: 1 x: 27 y: 28 weaponact: 10 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 29 y: 15 w: 28 h: 64 bdy_end: <frame_end> you see the weaponact is 10 so go to the heavy weapondatfile and make a opoint in frame 10, thats the green thing (type 1) the aktivated thing should be an weapon with an itr and an state: 1003 (not 1004!) in the onground frames -thats all ^-- I like that sentens xDD Sinow heh, that's a pretty good idea. not too difficult to create the dripping fluid, just adding opoints to the weapon as Dome was saying. You'd probably have to make them a weapon type data so that they wouldn't fall through the floor. When they hit the ground, you could give them an itr/kind: 9 to hit characters with. For the grating... that could be a little more complicated... Perhaps use state: 3000 and give them an itr to hit the liquid with enough injury to "break" the liquid weapon (could just set its weapon_hp to something really low). That way, you can have the hitting frames show the liquid going down the drain and then it could go back to normal. The One The liquid will not hit team members, right? |