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[solved] Area accessing
#1
A problem I encountered lately.
How do I stop the invisible-cloaked Rudolph from accessing an area, that I blocked with itr/kind: 14 (and some other itrs too)?
There's an area that normal characters can't access, because itr/kind: 14 (and some other itrs too, hahaha) blocks them.
However, Rudolph is an exception, because when he performs his D^J, his bdys are disabled.

Any solution? Any crazy method that I didn't think about?
Preferably WITHOUT editing Rudolph. If there's no other way, it seems that I have to edit him.
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#2
erm, I think i have one: if rudolf is invisible the bdys in the t0 file are useless - the itrs arent - he can still hurt people - so just add the ik14 at y: 1000 and create a bdy area in the file which block the access @ y 1000 - so somehow rudolf is the own box in his way then :p
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#3
I could just think of one (REALLY COMPLICATED) way to make this:
As far as i know, itr/kind:8 are still capable to hit invisible characters (same like they are capable of hitting "blinking" chars (after lying)). So your "area" spawns a itr/kind:8 which reacts to a special bdy of Rudolph's walking frames (and running, dashing, jumping > Every frame with movement) and spawns a T0 (or T3 if you have that special DLL version of LF2 running around). To this T0 Rudolph reacts via itr/kind:8 and gets led to some frames where he turns and runs (or just moves, he's invisible) away from the area, without any player control.
Dunno, whether this works this way, but i think it's wort a try ^^

Also:
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#4
(04-01-2010, 12:17 PM)MH-Razen Wrote:  Bla bla bla.
Doesn't work.

(04-01-2010, 12:21 PM)Alblaka Wrote:  More bla bla bla.
And what if Rudolf enters the area backwards? (reverse dashing)
That would make him turn around and walk into the blocked-off area...
The technique you've described should work flawlessly with a few changes, though. (e.g. more ik:8 + bdy's to determine the direction Rudolf is facing)
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#5
(04-01-2010, 01:08 PM)JossuaDC Wrote:  
(04-01-2010, 12:21 PM)Alblaka Wrote:  More bla bla bla.
And what if Rudolf enters the area backwards? (reverse dashing)
That would make him turn around and walk into the blocked-off area...
The technique you've described should work flawlessly with a few changes, though. (e.g. more ik:8 + bdy's to determine the direction Rudolf is facing)

Backdashing... k didn't though about that, but you could just add an special special (lol) bdy for that case, sending Rudolph to the "leave area" frames without turning ^^ not a big deal.
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#6
Since the object, that has the itr/kind: 14, is a Character anyways, I can use itr/kind: 8 for Rudolph & bla.

Not really what I wanted. I thought there would be some funny techniques that I didn't know of. But oh well...

Thanks everyone.
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