[solved] itr - 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 (/showthread.php?tid=364) Pages:
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[solved] itr - manxeater - 05-22-2008 can i give an itr to a char that hurts itself? if yes please give me the code because state: 18 didn't work. RE: itr - YinYin - 05-22-2008 an object cannot hurt itself - you have to create a new object that hurts the char since the new object (created by the char) will be on his team you will either need to allow the object to hit teammates (using state 18 - creates smoke) or allow the character to get hit by teammates (using state 10) RE: itr - manxeater - 05-22-2008 YinYin Wrote:and object cannot hurt itself - you have to create a new object that hurts the char Q1: can the object be type 3 or should it be type: 0? Q2: how do i make sure that the object wont have a shadow and wont hurt anybody else? RE: itr - Lauli - 05-22-2008 A1: Type 3 would be better, otherwise you could choose this hit-object from the character selection menue. A2: Give him in the creation frames a special body (y: 1000) and the created object an itr with the same coordinates. RE: itr - manxeater - 05-22-2008 Lauli Wrote:A2: Give him in the creation frames a special body (y: 1000) and the created object an itr with the same coordinates. creation frames object created in frame 285: <frame> 285 explosion pic: 197 state: 10 wait: 1 next: 286 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 49300 wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: opoint: kind: 1 x: 8 y: 19 action: 180 dvx: 0 dvy: 0 oid: 252 facing: 1 opoint_end: bdy: kind: 0 x: 8 y: 1000 w: 100 h: 100 bdy_end: <frame_end> <frame> 286 explosion pic: 197 state: 10 wait: 1 next: 287 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: opoint: kind: 1 x: 48 y: 81 action: 109 dvx: 0 dvy: 0 oid: 252 facing: 1 opoint_end: bdy: kind: 0 x: 8 y: 1000 w: 100 h: 100 bdy_end: <frame_end> <frame> 287 explosion pic: 197 state: 10 wait: 1 next: 288 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 1000 w: 100 h: 100 bdy_end: <frame_end> <frame> 288 explosion pic: 196 state: 10 wait: 1 next: 289 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 1000 w: 100 h: 100 bdy_end: <frame_end> <frame> 289 explosion pic: 196 state: 10 wait: 1 next: 290 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\071.wav wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 1000 w: 41 h: 60 bdy_end: <frame_end> <frame> 290 explosion pic: 196 state: 10 wait: 16 next: 291 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\020.wav wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 1000 w: 41 h: 60 bdy_end: <frame_end> <frame> 291 explosion pic: 196 state: 10 wait: 1 next: 292 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 22 y: 1000 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 1000 w: 41 h: 60 bdy_end: <frame_end> <frame> 292 explosion pic: 196 state: 10 wait: 1 next: 293 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 1000 w: 41 h: 60 bdy_end: <frame_end> <frame> 293 explosion pic: 196 state: 10 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 22 y: 57 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 8 y: 1000 w: 41 h: 60 bdy_end: <frame_end> created object type 3: <frame> 180 cloner pic: 70 state: 18 wait: 9 next: 999 dvx: 0 dvy: 0 centerx: 78 centery: 148 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 0 0 x: 8 y: 1000 w: 100 h: 100 dvx: 0 dvy: 0 fall: -70 vrest: 300 bdefend: -50 injury: 490 zwidth: 37 itr_end: <frame_end> is this what you meant? if yes it didnt work. RE: itr - Lauli - 05-22-2008 Maybe state 10 is the problem. I actually don't know what's mssing there, the code looks fine to me. EDIT @Azzy: Argh bite me, why didn't I see this! :C RE: itr - Azriel - 05-22-2008 the opoint should be in the next frame. it won't work on the first frame of the move (must have a next: leading to the frame to the opoint) @Lauli dunno; i also missed one thingy the bdefend on the frame 180 of the object with state 18 should be a positive value (like 100 if u want it do definitely hit) Azriel~ RE: itr - manxeater - 05-22-2008 Azriel Wrote:the opoint should be in the next frame. it won't work on the first frame of the move (must have a next: leading to the frame to the opoint) ACTUALLY i opoint a freeze and set action:285.i want it to lose 490 hp itried wat you said no use should i post the 2 files? RE: itr - Lauli - 05-22-2008 I think then you can also do this with mp Code: <frame> 285 explosion I'm not sure if this works, I didn't do much with mp stuff. I only know that (at least mana) the values decrease, no matter if there's enough hp/mp left. As I said, I'm not sure. RE: itr - YinYin - 05-22-2008 first of all you do not need both state 18 and 10 - one of both is enough i prefer 10 cause it doesnt create smoke (also the attacking object, frame 180, can have the shadowless state 3005 then) second as azriel said, opoints only work if the frame was activated by a next - if you spawn freeze in frame 285 the opoint there wont work - you have to put it into the next one (same applies for frames activated by key inputs) thats why the second object (frame 109) appears and the first (180) doesnt Lauli Wrote:Maybe state 10 is the problem.why should it >.> Lauli Wrote:I think then you can also do this with mpnope that only works for mana - the hp aspect only works upon a key input Azriel Wrote:the bdefend on the frame 180 of the object with state 18 should be a positive value (like 100 if u want it do definitely hit)why - using a negative one there is like using a negative fall value - this will temporary increase freeze' defense edit: also what are you using the mp tag for? |