HM's Samus-dash-system (metroid prime hunters tech made for LF2) - Hypermodder - 06-06-2008
Who don't know the metroid-prime-hunter-games from nintedo?
WHo don't knows samus- the heroine of the game---and her morph ball?
The thingy is following:
she can morph into a rolling ball
->lf2: rowing
then she can activate a lill' boost
->see below!
and finally she can drop exploding mini-bombs
->see below
I made this for LF2:
(i guess thats advanced stuff!)
Code: <frame> 100 rowing
pic: 66 state: 6 wait: 2 next: 101 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 70 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
sound: data\017.wav
wpoint:
kind: 1 x: 36 y: 42 weaponact: 32 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 101 rowing
pic: 65 state: 6 wait: 6 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 70 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 28 y: 69 weaponact: 24 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 102 rowing
pic: 58 state: 6 wait: 2 next: 103 dvx: 9 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 172 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: -10
wpoint:
kind: 1 x: 40 y: 76 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: 2 fall: 25 bdefend: 30 injury: 35
effect: 4
itr_end:
opoint:
kind: 1 x: 14 y: 79 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
<frame_end>
<frame> 103 rowing
pic: 59 state: 6 wait: 2 next: 104 dvx: 9 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 172 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: -10
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: 2 fall: 25 bdefend: 30 injury: 35
effect: 4
itr_end:
opoint:
kind: 1 x: 14 y: 79 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
<frame_end>
<frame> 104 rowing
pic: 49 state: 6 wait: 2 next: 102 dvx: 9 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 172 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: -10
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: 2 fall: 25 bdefend: 30 injury: 35
effect: 4
itr_end:
opoint:
kind: 1 x: 14 y: 79 action: 50 dvx: 0 dvy: 0 oid: 211 facing: 1
opoint_end:
<frame_end>
<frame> 105 rowing
pic: 58 state: 6 wait: 2 next: 219 dvx: 9 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 70 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 44 y: 74 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 7 x: 36 y: 54 w: 13 h: 25 vrest: 1
itr_end:
<frame_end>
<frame> 106 rowing
pic: 59 state: 6 wait: 2 next: 219 dvx: 9 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 70 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 42 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 7 x: 36 y: 54 w: 13 h: 25 vrest: 1
itr_end:
<frame_end>
<frame> 107 rowing
pic: 49 state: 6 wait: 2 next: 219 dvx: 9 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 70 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 32 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 7 x: 36 y: 54 w: 13 h: 25 vrest: 1
itr_end:
<frame_end>
<frame> 108 rowing
pic: 117 state: 6 wait: 3 next: 109 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 62 hit_a: 70 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
sound: data\017.wav
wpoint:
kind: 1 x: 37 y: 34 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 109 rowing
pic: 118 state: 6 wait: 6 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 25 y: 42 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
That are the rowing-frames from a char i'm making
Now the boost-frames:
Code: <frame> 173 rowing_boost
pic: 19 state: 6 wait: 2 next: 174 dvx: 13 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 156 hit_d: 0 hit_j: 103 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 174 rowing_boost
pic: 29 state: 6 wait: 2 next: 175 dvx: 7 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 157 hit_d: 0 hit_j: 104 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 175 rowing_boost
pic: 18 state: 6 wait: 2 next: 176 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 155 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: 100
wpoint:
kind: 1 x: 40 y: 76 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 176 rowing_boost
pic: 19 state: 6 wait: 2 next: 177 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 156 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 177 rowing_boost
pic: 29 state: 6 wait: 2 next: 105 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 157 hit_d: 0 hit_j: 180 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
And now the bomb-frames:
Code: <frame> 155 rowing_bomb
pic: 18 state: 6 wait: 2 next: 165 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 155 hit_d: 0 hit_j: 102 hit_Fa: 235 hit_Da: 260 mp: -100
wpoint:
kind: 1 x: 40 y: 76 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 156 rowing_bomb
pic: 19 state: 6 wait: 2 next: 166 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 156 hit_d: 0 hit_j: 103 hit_Fa: 235 hit_Da: 260 mp: -100
wpoint:
kind: 1 x: 42 y: 45 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 157 rowing_bomb
pic: 29 state: 6 wait: 2 next: 167 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 157 hit_d: 0 hit_j: 104 hit_Fa: 235 hit_Da: 260 mp: -100
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 165 rowing_bomb
pic: 18 state: 6 wait: 2 next: 172 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 155 hit_d: 0 hit_j: 102 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 40 y: 76 weaponact: 22 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 1 x: 39 y: 79 action: 0 dvx: 0 dvy: 0 oid: 230 facing: 1
opoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 166 rowing_bomb
pic: 19 state: 6 wait: 2 next: 173 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 156 hit_d: 0 hit_j: 103 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 42 y: 79 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 1 x: 39 y: 79 action: 0 dvx: 0 dvy: 0 oid: 230 facing: 1
opoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
<frame> 167 rowing_bomb
pic: 29 state: 6 wait: 2 next: 174 dvx: 10 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 157 hit_d: 0 hit_j: 104 hit_Fa: 235 hit_Da: 260
wpoint:
kind: 1 x: 30 y: 59 weaponact: 25 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 1 x: 39 y: 79 action: 0 dvx: 0 dvy: 0 oid: 230 facing: 1
opoint_end:
itr:
kind: 0 x: 8 y: 47 w: 43 h: 17 dvx: -2 dvy: 12 fall: 70 bdefend: 100 injury: 75
effect: 4
itr_end:
<frame_end>
Now yo need to make a file with id: 230
i made it like this:
Code: <bmp_begin>
file(0-11): sprite\sys\nexus_dashbomb.bmp w: 80 h: 80 row: 1 col: 4
file(4-9): sprite\sys\rudolf_smoke.bmp w: 79 h: 79 row: 6 col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 ground_fire
pic: 0 state: 3000 wait: 10 next: 1 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 15 w: 36 h: 32 dvx: -1 dvy: -6 fall: 70 vrest: 20 bdefend: 3 injury: 20
effect: 20
itr_end:
<frame_end>
<frame> 1 ground_fire
pic: 1 state: 3000 wait: 10 next: 2 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 15 w: 36 h: 32 dvx: -1 dvy: -6 fall: 70 vrest: 20 bdefend: 3 injury: 20
effect: 20
itr_end:
<frame_end>
<frame> 3 ground_fire
pic: 2 state: 3000 wait: 10 next: 4 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 15 w: 36 h: 32 dvx: -1 dvy: -6 fall: 70 vrest: 20 bdefend: 3 injury: 20
effect: 20
itr_end:
<frame_end>
<frame> 4 ground_fire
pic: 3 state: 3000 wait: 10 next: 10 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 15 w: 36 h: 32 dvx: -1 dvy: -6 fall: 70 vrest: 20 bdefend: 3 injury: 20
effect: 20
itr_end:
<frame_end>
<frame> 10 ground_fire
pic: 4 state: 3003 wait: 5 next: 11 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 ground_fire
pic: 5 state: 3003 wait: 5 next: 12 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 18 w: 127 h: 131 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 12 ground_fire
pic: 6 state: 3003 wait: 5 next: 13 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 18 w: 127 h: 131 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 13 ground_fire
pic: 7 state: 3003 wait: 5 next: 14 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 18 w: 127 h: 131 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 14 ground_fire
pic: 8 state: 3003 wait: 5 next: 15 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 18 w: 127 h: 131 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 15 ground_fire
pic: 9 state: 3003 wait: 5 next: 1000 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 18 w: 127 h: 131 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
But theres 1 misstake in: the bomb don't works, it dissaperars and stays on ground as a shadow....
plz help!
RE: HM's Samus-dash-system (metroid prime hunters tech made for LF2) - Lauli - 06-06-2008
Hypermodder Wrote:(i guess thats advanced stuff!) I guess it's not really :P
The weapon ball-thingy that should go to the ground should actually be a weapon. Then you can use the on-ground frames as ground-hitting frames...
(BTW: Why do you call - nearly - all stuff you make "Hypermodders *name*-system, and not shorten the title a bit :P ?)
RE: HM's Samus-dash-system (metroid prime hunters tech made for LF2) - Hypermodder - 06-06-2008
I Wrote:(i guess thats advanced stuff!) Lauli Wrote:I guess it's not really :P
It is!
Lauli Wrote:The weapon ball-thingy that should go to the ground should actually be a weapon. Then you can use the on-ground frames as ground-hitting frames...
Thx you veery much!
Lauli Wrote:(BTW: Why do you call - nearly - all stuff you make "Hypermodders *name*-system, and not shorten the title a bit :P ?)
sry, will do next time!^^
RE: HM's Samus-dash-system (metroid prime hunters tech made for LF2) - Silverthorn - 06-06-2008
Hypermodder Wrote:I Wrote:(i guess thats advanced stuff!) Lauli Wrote:I guess it's not really :P It is! Don't really want to interfere in your nice conversation again, but as far as I know, usually a staff member decided whether something is advanced DC or not. As soon as the problem is solved, it'll be moved to tutorials anyway, I guess.
Lauli Wrote:The weapon ball-thingy that should go to the ground should actually be a weapon. Then you can use the on-ground frames as ground-hitting frames... ...if you want to make something bouncy. If you don't care about a bouncy movement, I'd take a type-3-object, optimization-wise. Type: 3 would make it also easier to create a hovering movement, if you prefer that.
Regardless of which method you choose, I have an idea for the explosion-stuff. You should make a two-way-explosion. If nobody touches the bomb, it'll blow up after... let's say 2 seconds. If somebody touches it, however, it'll blow up immediately.
RE: HM's Samus-dash-system (metroid prime hunters tech made for LF2) - Hypermodder - 06-08-2008
Thx for the helpful review! I'll do what you said!
Isn't a rowing-based move-system great? so many ways to add 1000 moves to a char----
RE: HM's Samus-dash-system (metroid prime hunters tech made for LF2) - ~Dome~ - 06-08-2008
1000 attacks... in 399 Frames? Err better not :P
RE: HM's Samus-dash-system (metroid prime hunters tech made for LF2) - Hypermodder - 06-08-2008
every frame can use 7 attacks, 10 if you include hit_a, hit_d and hit_j....
...but you have to be careful with hit_a, hit_d and hit_j!
there are over 20 main functions -frame 235
20*7= 140--- for example....
now -398 maybe 40 functions, if you use 3-frame-moves
40*7= 280----
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