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Summoning different objects.. how?
#1
hello, im a newbie/noob in coding and i was wondering how can we add objects(like julian_ball.dat) in julians attack.. how can this be summoned in the screen? help please!
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#2
I don't quite catch what you mean, are you saying that how to cast a ball?
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#3
http://www.lf-empire.de/en/lf2-empire/da...troduction

Section regarding opoints should be thing you're looking for.
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#4
Or
http://www.lf-empire.de/en/lf2-empire/da...-tutorials
download DataChanger book and click on "MH-Razen",there is a good explanation about that.


Try looking in LFE Mainsite,you can find there a lot of things
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#5
actually it worked. i wanted to create a move that summons an attacking object wherever the opponent in the screen is.. anyone knows how?
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#6
Use state 400 so it will be teleported to the nearest enemy.Make the first frame with pic: 999 (or another huge number which don't exist in bmp part),so it will not be appeared when you opoint it close to you.
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#7
Or U can make the ball like this:
here are the most important parts in your ball:
1st frame: pic: 999 state 9997 next: (2nd frame)
2nd frame: pic: 999 state 3000 Itr(note that the Itr should be the screen size) next: 1000
3rd frame(should be frame 10): pic: 999 state 3005 next: 4rth frame
4rth frame : pic: 999 opoint (your ball) next 1000
hope that helps..
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#8
its not really working.......... :( :(
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#9
What do U mean by "its not really working.......... "
Whats not working exactly?
please give us some details
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#10
Whatever corresponds in your title, the question is different than that.
Please ask the question in an understandable manner.

As far as I know, the (most probably) solution for your problem:
rhino.freak Wrote:i wanted to create a move that summons an attacking object wherever the opponent in the screen is.. anyone knows how?

Make the whatever stuff you want to be teleporting normally. And add some frames with no itr and bdy and state: 15 and give some animation stuff. And in the frame you want the ball to be appearing in front of your enemy with a state: 4000 and the last frame of the animation should include a next to the first ball frame.

How to send the normal ball into the 'animation' frames:

In the hit_d: of ALL the frames of the flying ball, input the number of the first frame of the animation. The Ball should continue teleporting at intervals. If you want to set the time, put the time (in FPS or something) in the hit_a: values.

Hope you understand.
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