09-14-2009, 06:51 AM
Well, i understand how to do it. I just need to know, with type 1 and 2 objects, what frames do they start at, when they summoned in stage mode?
[solved] Talking in stage
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09-14-2009, 06:51 AM
Well, i understand how to do it. I just need to know, with type 1 and 2 objects, what frames do they start at, when they summoned in stage mode?
09-14-2009, 07:22 AM
What ya mean again?
09-14-2009, 07:24 AM
They start at falling frame but you can always use a type 0 to spam it at the frame you want.
Thanks given by: The Lost Global Mod
09-14-2009, 11:37 AM
It's really inefficient to work with any object =/= t0. Instead, spawn, let's say, Bandit @ frame 350 (assuming that you've put the sound in there) and make him disappear. You could also make him spawn any other object at any frame, that's up to you. If it's just for the sake of audio, you can do that in one frame. If you want a certain animation and need timers, spawn a t3. Any other type is quite useless in that kind of deal.
Silverthorn / Blue Phoenix
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09-14-2009, 04:55 PM
[qoute]They start at falling frame but you can always use a type 0 to spam it at the frame you want.[/quote]
What do you mean by this? About the type 0 object?
09-14-2009, 05:40 PM
(This post was last modified: 09-14-2009, 05:41 PM by The Lost Global Mod.)
(09-14-2009, 04:55 PM)Madara Uchiha Wrote:Quote:They start at falling frame but you can always use a type 0 to spam it at the frame you want. you can let your char or w/e opoint out a invisible t0 object.. which itself opoints out t1 or t2 objects... and with that you can set the startframe they get in.. with "action" i think..
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should totally allow people to be all trolley on their birthday
09-14-2009, 06:17 PM
Yeah thanks, i figured it out. I just make the weapon drop on the floor super quickly, then when it's on the " the ground frames " it opoints out the speaking ball. Thanks.
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