Ball hiting & explosion - Onyx - 07-20-2014
Hi, i got two questions.
1. How to make a ball that explode only when hits a character (for example, dont explode when hit rock, or other ball)
2. I made a ball which explode on any contact, but when item is on the ground (even knife which is small) that ball always
hiting this item (height of this ball is like firen_ball) How to change that? I want that ball to evade items like knife without changing height.
Code: <bmp_begin>
file(0-11): sprite\sys\eisen_ball.bmp w: 40 h: 39 row: 4 col: 3
file(16-30): sprite\sys\eisen_exp.bmp w: 159 h: 159 row: 5 col: 3
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3000 wait: 1 next: 1 dvx: 23 dvy: 0 centerx: 51 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 22 y: 27 w: 55 h: 27 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3000 wait: 1 next: 2 dvx: 23 dvy: 0 centerx: 53 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 22 y: 27 w: 55 h: 27 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 0
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 2 flying
pic: 2 state: 3000 wait: 1 next: 3 dvx: 23 dvy: 0 centerx: 51 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 22 y: 27 w: 55 h: 27 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 3 flying
pic: 3 state: 3000 wait: 1 next: 4 dvx: 23 dvy: 0 centerx: 54 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 22 y: 27 w: 55 h: 27 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 0
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 4 flying
pic: 4 state: 3000 wait: 1 next: 5 dvx: 23 dvy: 0 centerx: 55 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 22 y: 27 w: 55 h: 27 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 2
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 5 flying
pic: 5 state: 3000 wait: 1 next: 999 dvx: 23 dvy: 0 centerx: 54 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 22 y: 27 w: 55 h: 27 dvx: 10 dvy: -10 fall: 70 vrest: 10 bdefend: 16 injury: 45
effect: 0
itr_end:
bdy:
kind: 0 x: 22 y: 27 w: 55 h: 27
bdy_end:
<frame_end>
<frame> 10 hiting
pic: 8 state: 3001 wait: 0 next: 110 dvx: 0 dvy: 0 centerx: 40 centery: 43 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 9 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 centerx: 40 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 10 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 centerx: 44 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 11 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 52 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 8 state: 3002 wait: 0 next: 110 dvx: 0 dvy: 0 centerx: 44 centery: 43 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 9 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 centerx: 41 centery: 43 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 10 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 centerx: 44 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 11 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 54 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 8 state: 3003 wait: 0 next: 110 dvx: 0 dvy: 0 centerx: 43 centery: 43 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 9 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 centerx: 40 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 41 y: 42 action: 0 dvx: 0 dvy: 0 oid: 210 facing: 1
opoint_end:
<frame_end>
<frame> 32 rebounding
pic: 10 state: 3003 wait: 1 next: 33 dvx: 0 dvy: 0 centerx: 46 centery: 39 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 33 rebounding
pic: 11 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 52 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 110 explosion
sound: data\089.wav
pic: 16 state: 18 wait: 1 next: 111 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 63 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 23 y: 36 w: 112 h: 110 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 111 explosion
sound: data\071.wav
pic: 17 state: 18 wait: 1 next: 112 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 63 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 20 y: 16 w: 122 h: 135 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 112 explosion
pic: 18 state: 18 wait: 1 next: 113 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 63 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: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 113 explosion
pic: 19 state: 18 wait: 1 next: 114 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 63 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 7 y: 16 w: 146 h: 132 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 114 explosion
pic: 20 state: 18 wait: 1 next: 115 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 65 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 13 y: 13 w: 137 h: 132 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 115 explosion
pic: 21 state: 18 wait: 1 next: 116 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 7 y: 14 w: 145 h: 117 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 116 explosion
pic: 22 state: 18 wait: 1 next: 117 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 72 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 15 y: 6 w: 128 h: 123 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 117 explosion
pic: 23 state: 18 wait: 1 next: 118 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 15 y: 6 w: 128 h: 123 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 75 zwidth: 37
effect: 21
itr_end:
<frame_end>
<frame> 118 explosion
pic: 24 state: 18 wait: 1 next: 119 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 86 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 119 explosion
pic: 25 state: 18 wait: 1 next: 120 dvx: 0 dvy: 0 dvz: 0 centerx: 78 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 120 explosion
pic: 26 state: 18 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 76 centery: 77 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
Here's code. Please help guys
RE: Ball hiting & explosion - Memento - 07-20-2014
What you can do is giving the ball a special ITR I think, so that the ball catches the opponent and then explodes. I don't know how to do this from the top of my head, but I'm pretty sure you can find out by using search and look for it in the data changing forum
Also, welcome! It's always good to see there are still people joining the community that are interested in making new stuff
RE: Ball hiting & explosion - STM1993 - 07-21-2014
(07-20-2014, 05:25 PM)Onyx Wrote: 1. How to make a ball that explode only when hits a character (for example, dont explode when hit rock, or other ball) If your ball ONLY needs this property and not including the 2nd one, you can simply modify the "hitting" frames. "hitting" is used when it hits character, "hit" is used when it hits another ball, "rebounding" if it gets reflected. R-LF2 Firen's D>A (firen_ball2) is a good example.
(07-20-2014, 05:25 PM)Onyx Wrote: 2. I made a ball which explode on any contact, but when item is on the ground (even knife which is small) that ball always hiting this item (height of this ball is like firen_ball) How to change that? I want that ball to evade items like knife without changing height. There are a few ways you can do that, off the top of my head its about using itr kinds 3 or 8, but each method has its own disadvantages. Namely itr k3 is a grab itr(used by Louis D^J) so the attack becomes unblockable, while itr k8 will collide with any character regardless of team, yourself or even invisible players.
As Neocrypt said, you can search the mainsite for more info. Mouse over "LF2 Empire", then "Data Changing", and click the desired section.
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