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opoint weapons - dubbleD - 06-09-2010

hello, im just curious about something
and i cbs finding out myself. i assume someone already knows so it would be quicker to ask

how would i opoint a heavy weapon (a rock) on hand without having it being held like a small weapon (like the baseball bat)?


RE: opoint weapons - YinYin - 06-09-2010

you get a hexed exe


RE: opoint weapons - dubbleD - 06-09-2010

damnit! are you serious?

any solution or something i could do that wouldnt require hex?

how about if i made the weapon invisble on the ground and picked it up?


RE: opoint weapons - forgetlatios - 06-09-2010

nope. tried that. you need to have hit_a for that to work. sadly.


RE: opoint weapons - YinYin - 06-09-2010

its still a solution
you can do that


RE: opoint weapons - Bamboori - 06-09-2010

youll just have to make the combination end with a, then let the weapon appear quick enough (and ofc let other weapons fall first).


RE: opoint weapons - dubbleD - 06-10-2010

with a? another question
apart from punching frames with ik2, can i use ik2 for any other frames? or is it in the exe?


RE: opoint weapons - no one - 06-10-2010

You can use itr/kind: 2 in any frame but it still require you to hit the A button.


RE: opoint weapons - Bamboori - 06-10-2010

that why i said the last button has to be a and the ik2 does have to be quick enough in the move.

the game engine actually reads the inputs (aka. a, j, d etc.) for a certain few frames (except you pause the game i guess). so if your move ends with a, the computer will still read the a as input in the frame with ik2.

and dun worry about the com not picking up the weapon, i once tested how often they hit the a button. outcome: the coms almost permanently smash the a-button :P


RE: opoint weapons - Marshall - 06-10-2010

if you are still stuck on this problem and haven't started hexing your way around, you can make the move input into something like the following:
DJ -> summon heavy object
then press A so it automatically picks it up...

So it's basically a DJA input that's being split

of course, that heavy object would have a special itr and the attacking frame would have one as well

Not my solution btw... just something discussed 4 years ago