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Automatic stage choise (lfu) - 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: Advanced Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=13) +---- Thread: Automatic stage choise (lfu) (/showthread.php?tid=652) |
Automatic stage choise (lfu) - Hypermodder - 07-22-2008 some questions: is it possible to create an autochoise for stage mode? for example: If i take bat-> team reashi-> stageA If i take woody-> team louis-> stageB If i take Henry-> team julian-> stageC If i take Freeze-> team Firzen-> stageD ???? and how do i do that? exe- or dcing? Does it work with 4 teams? or should I put team reashi into team louis and team firzen into team julian??? (if it works) RE: Automatic stage choise (lfu) - ~Dome~ - 07-22-2008 Hm.. Well, I can think of a solution: First you have to use silvas state: 5??? thingy. Then you use different itrs in the standing, walking, whatever frames in each Team, then activate an type: 5 object, that switch between 4 Frames with different bdys, which interact with the itrs. then activate state: 5??? (Stage switch) Stage Choise could be a Solution too.. RE: Automatic stage choise (lfu) - Hypermodder - 07-22-2008 didn't realy got what you mean ![]() do ya mean I should use that criminal thingy where julian get justin and davis gets a bandit? I'll check this out.... btw: it is better to have 2 big teams? reashis team has 3 chars, also firzens! should i make 2 big teams? plz review! I decided to make 2 big teams! RE: Automatic stage choise (lfu) - ~Dome~ - 07-22-2008 No, wait tell you slower ![]() Ok first set 4 itrs, with say y: 1000, y: 2000, y; 3000, y: 4000, one for each frame. You write this itrs in the standing, walking running, etc all basic frames off each Team. So Then you start an type 5 object with stage.dat, this object switchs between 4 Frames, they got 4 different bdys (y: 1000, y: 2000 .....) If an itr of a Teamchara hits now the type 5 objects, it goes to a special frame (set with kind: 1??? afaik..) and then you switch the stage with Silvas state: 5??? thingy.. understood? ![]() RE: Automatic stage choise (lfu) - MH-Razen - 07-22-2008 Hm, my solution for the team-thing: These four chars have an bdy at y: 1000-4000 depending which char it is and an itr/k0 y: 5000 (don't forget zwidth: 500), suggest to write the itr/k8 in all frames! First the itr (k0 hits a hidden criminal, this is now on your team and spawns all chars which are in team reashi, louis, julian and firzen, so 12 chars or so). Ok since you activated the chars with opoint they have 500hp from default, would also leave it like this. Now for the characters: you activate them in a stuck-frame for like 5 TU (state 3005, pic: 1000) where there're three itr/k8: one for every team where it should disappear. Like if it's a member of team reashi and bat has the bdy y 1000 you have nothing on y1000 for itr/k8, but on 2000-4000 you have the same (can make this in one itr) - lead to a frame with dvx where the char is deleted... So for now you only have the chars in game you need for the team. Why making it this way? Well, as far as I remember you can only have 20 objects noted per phase in stage.dat and this limit could be a problem in case you use stage choice for the rest ![]() RE: Automatic stage choise (lfu) - Hypermodder - 07-23-2008 ((kind8 or kind0???) I'll try with 2 chars first! bdy for louis: Code: bdy: bdy for julian: Code: bdy: now i should put these bdys into all the basicframes, right? ![]() now the itrs--- Code: itr: is this itr ok? RE: Automatic stage choise (lfu) - MH-Razen - 07-23-2008 erm, no not ok: the bdys: louis: bdy: kind: 0 x: 0 y: 1000 w: 100 h: 100 bdy_end: julian bdy: kind: 0 x: 0 y: 2000 w: 100 h: 100 bdy_end: itr for obejcts which should disappear at louis: itr: kind: 0 x: 0 y: 1000 w: 100 h: 100 dvx: 399 zwidth: 500 itr_end: itr for obejcts which should disappear at julian: itr: kind: 0 x: 0 y: 2000 w: 100 h: 100 dvx: 399 zwidth: 500 itr_end: frame 399: <frame> 99 delete pic: 1000 state: 3005 wait: 0 next: 1000 <frame_end> |