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[solved] îtr/kind 8 problem: attack - Printable Version

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[solved] îtr/kind 8 problem: attack - Reaper - 04-28-2009

Hi everybody.
As you maybe know I'm working on my first char in the moment and I tried to do an itr/kind 8 attack.
As you can think it didn't work( otherwise I wouldn't have posted.)

What should happen:
The reaper catches the enemy and creates a ball that follows this enemy through itr/kind 8. No problem until here.
Now I used the "slowing down time" idea I found somewhere here( its by zxcv11791) : It hurts the enemy with 0 injury and fall: -1.
problem, the enemy isn't attacked.
The idea:
The attack has an itr/k 8 in the first two frames with a dvx 1 and dvx 2. This makes the attack follow the enmy. In the next frames it has normal kind: 0 with injury 0 and fall -1 to slow down the enemy. After frame 4 it goes back to frame one( again with the itr/k 8. So that it follows the enemy)
what I tried out:
changing the area. in this code it is extremely big.
deleting the timer, because I thought it would have problems with the dvx in itr/k 8.
So whats the problems? doesn't itr/k 8 work with kind 0 and I have to opoint it? Or something else?
    DC-Code:
<frame> 0 flying
   pic: 4  state: 3005  wait: 0  next: 1  dvx: 0  centerx: 40  centery: 41  hit_a: 5  hit_d: 5  hit_j: 0
   itr:
      kind: 8  x: 22  y: 27  w: 55  h: 27  dvx: 1 injury: 0   
   itr_end:
	itr:
	 kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
	 effect: 5
	itr_end: 
<frame_end>
 
<frame> 1 flying
   pic: 5  state: 3005  wait: 0  next: 1  dvx: 0  centerx: 40  centery: 41  hit_a: 5  hit_d: 5  hit_j: 0
   itr:
      kind: 8  x: 22  y: 27  w: 55  h: 27  dvx: 2 injury: 0   
   itr_end:
	itr:
	 kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
	 effect: 5
	itr_end: 
<frame_end>
 
<frame> 2 flying
   pic: 4  state: 3005  wait: 0  next: 3  dvx: 0  centerx: 40  centery: 41  hit_a: 5  hit_d: 5  hit_j: 0
	itr:
	 kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
	 effect: 5
	itr_end: 
<frame_end>
 
<frame> 3 flying
   pic: 5  state: 3005  wait: 0  next: 4  dvx: 0  centerx: 40  centery: 41  hit_a: 5  hit_d: 5  hit_j: 0
	itr:
	 kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
	 effect: 5
	itr_end: 
<frame_end>
 
<frame> 4 flying
   pic: 6  state: 3005  wait: 0  next: 1  dvx: 0  centerx: 40  centery: 43  hit_a: 5  hit_d: 5  hit_j: 0
	itr:
	 kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
	 effect: 5
	itr_end: 
<frame_end>
 
<frame> 5 flying
   pic: 7  state: 3000  wait: 0  next: 1000  dvx: 0  centerx: 40  centery: 43  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 399 dummy
   pic: 0  state: 0  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>



RE: îtr/kind 8 problem: attack - Ramond - 04-28-2009

One thing that stands out to me... your y: 100 in the itr indicates the hit area is far in the ground (if the ball is shorter than 100 pixels).
Other than that... I'm not too experienced with things that involve balls.


RE: îtr/kind 8 problem: attack - TheNave - 04-28-2009

ya, y: 100 should be the problem, also shouldn't the next be 999 on frame 4?


RE: îtr/kind 8 problem: attack - Simoneon - 04-28-2009

y: is on the ground, ya. Nave is right with next, and I think in frame 1 need to be next: 2 or 999 also. Idk, it maybe be different to Your plans, but this just opinion. ;)


RE: îtr/kind 8 problem: attack - Ramond - 04-28-2009

No, I think frame 1 repeats until the ball hits an enemy, then (through dvx: 2) it jumps to frame 2.


RE: îtr/kind 8 problem: attack - Azriel - 04-28-2009

in addition to the above,

make vrest for ik0 1, otherwise timestop doesn't work properly. (I don't think vrest: 0 works, but u can try that). if it's vrest: 1, I would opoint 2 of the timestop things wait: 0 apart (wait: 0 is 1 frame long), and have the same ik0 vrest: 1.



Azriel~



RE: îtr/kind 8 problem: attack - Alblaka - 04-29-2009

The ball cannot hit anything: "wait: 0"
If you use wide itr's the engine needs some time to "scan" all the area and detect hitable targets. That's a reason why you use large bdy's and not large itr8's for upgrade etc purposes...

To make the big itr working, wait should be at least 4 or something, you have to test it... but with wait:0 i'm not sure, whether even the small itr8 one will work there...


Also: I'm not sure how the engine is doing it exactly, but if you put one itr8 and an itr0 together... maybe it will simply do the itr8 first, jump to another frame and ignore the itr0 as long, as an enemy is in range of the itr8 ^^

Either way, if you have a large area time slow, you don't need any kind of itr8, do you?


RE: îtr/kind 8 problem: attack - Azriel - 04-29-2009

oh right. actually wait: 2 is enough to scan everywhere for any itr. I think wait: 1 is possible, but 2 is a safe guard



Azriel~



RE: îtr/kind 8 problem: attack - Reaper - 04-29-2009

thank you all. actually I only wanted the itr to affect the character it's attached to. I just used this big area to make sure that I hit the enemy and there won't be an area problem.
Stupid idea, should prevent mistakes and created one...
Anyway thank you all. I'll try it out when I'm back from school.( can't do it in the moment.)


RE: îtr/kind 8 problem: attack - Alblaka - 04-29-2009

(04-29-2009, 09:57 AM)Reaper Wrote:  thank you all. actually I only wanted the itr to affect the character it's attached to. I just used this big area to make sure that I hit the enemy and there won't be an area problem.
Stupid idea, should prevent mistakes and created one...
Anyway thank you all. I'll try it out when I'm back from school.( can't do it in the moment.)

You want to slow down ONE enemy with a ball?
ROFL

Exactly that is doing the thunderbolt move of my new char ^^
If you want, i can send you the code of that ball via PN.

The ball hits an enemy, and sticks to him, causing low damage and slowing him down (massively).