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Making clones die after catching - 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) +--- Thread: Making clones die after catching (/showthread.php?tid=8811) |
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Making clones die after catching - XEkyutioNeR - 07-04-2013 Hi people, I've been trying to create a move in which the user creates a clone of himself which catches the enemy, and then the clone disappears after a while. It works fine if I do not attack the caught enemy. However the clone becomes able to attack and move if I hit the enemy out of his grasp. Is there any way to make the clone disappear if the enemy were to be freed from his grasp? Currently this is the code I have:
oid: 17 is my own character. Frame 246 is the frame which causes the clones to die, I doubt the problem lies there since I've managed to make other moves in which the clones die after attacking, but here's the code anyway.
Any suggestions? I could create a new character which immediately goes into dying frames at frame 0, but would prefer not to do so and was wondering if anyone else any better ways of doing this... RE: Making clones die after catching - YinYin - 07-04-2013 Kill the character before he goes on to catch the opponent. edit: or better yet use an object that looks like a character. RE: Making clones die after catching - XEkyutioNeR - 07-04-2013 (07-04-2013, 12:57 PM)YinYin Wrote: Kill the character before he goes on to catch the opponent. Hi YinYin, could you please explain more? I tried doing so but can't get it to work, the character would immediately die and drop the opponent after catching him. RE: Making clones die after catching - YinYin - 07-04-2013 That's interesting. You can kill him upon spawning, then he performs his animation in state: 15 infinitely until he catches someone but drops dead instantly? Maybe try to use a different state. I'd suggest 9 for the whole thing (like Louis' D^J). RE: Making clones die after catching - XEkyutioNeR - 07-05-2013 Ok so I changed the state to 9 and tried changing each of the catchingacts to 246, but it still doesn't work... Am I missing out on something? RE: Making clones die after catching - YinYin - 07-05-2013 Maybe - maybe not. Again, why exactly does this need to be a character object? I'd say a type 3 would be a better choice. RE: Making clones die after catching - XEkyutioNeR - 07-06-2013 Thanks YinYin! It works fine after changing it to a type 3 . I never knew that you could use catching itrs and cpoints in a type 3. RE: Making clones die after catching - YinYin - 07-06-2013 You can use every kind of frame element in every object type. |