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[solved] Ball controlling problem. - Printable Version

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[solved] Ball controlling problem. - Whaat - 08-09-2010

Is it possible to make ball NOT ´controlable´? For example i want to make Julian bigball that can move only straight? If this is possible, is it possible with DC and how it´s possible with DC?


RE: Ball controlling problem. - Taniaetc - 08-09-2010

I don't actually get what are you trying to say. Is it like:
You have a ball that flies around randomly?


RE: Ball controlling problem. - TheNave - 08-09-2010

just put a dvz: 550 in the first frame of that ball or every frame, idc, but that'll stop the movement on the z-axis


RE: Ball controlling problem. - Alblaka - 08-09-2010

You sure? Actually, dvz doesn't seem to work for T3, instead it uses the hit_j: +-50 .

Just test TheNaves solution if it doesn't work i have a slightly more complicated (but 100% working way):
Instead of the real ball, opoint another T3 object which, after a wait:0/next:xxx, opoints the actual ball. That way the "second" summoned T3 (ball) will always go straigth.


RE: Ball controlling problem. - Whaat - 08-09-2010

I just changed ball´s dvzs to dvz: 550 and char´s ball summoning opoint´s dvz also to dvz: 550 and it worked, that opoint´s dvz changing helped i think.


RE: [solved] Ball controlling problem. - forgetlatios - 08-10-2010

just wanna correct something
-dv: 550 has NO EFFECT in opoints

@v that doesnt help either :P


RE: [solved] Ball controlling problem. - Whaat - 08-10-2010

Well, i didn´t mean exactly opoint, i meant frame where opoint is:
<frame> 298 skyball
pic: 135 state: 3 wait: 1 next: 299 dvx: 0 dvy: 0 dvz: 550 centerx: 37 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 35 y: 50 action: 0 dvx: 0 dvy: 0 oid: 261 facing: 0
opoint_end:
wpoint:
kind: 1 x: 43 y: 46 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>