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phil's problems of daily dc :D
#21
well i thought to make freeze use different attacks (as in aaaa-pattern not new moveset) with his two swords. My first thought was to let him transform to a char who is already holding 2 swords, spritewise. If we use your methods of 1rst point and second together for the first, I think i can exactly achieve that.
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#22
I have finally understood everything turnin around here:)

I'm continuing from the bashs' point.

If you want to lose just one; do these:
1) your 2weaponed char fell
2) it summons a sword
3) it transforms back to old normal freeze.
4) and stands up.

Aaand for smooth destruction of weapon:
just throw it away with a dvx: 9999 with a y: -999(from high)
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#23
while thinking up some ideas, I have come across some problems which i would need help with.

1. i have been thinking about drinking frames in a char and would like to create a certain scenario:
when char x drinks milk, as soon as he stops, regardless if bottle if full or empty, the bottle will be destroyed (the char breaks it with force) so basically as soon as defend is pressed the bottle gets crushed.
1.a (kinda fits to it) can you make a char only drink milk bottles, so in other words no beer for him?

2. i want my char to gain a small amount of mp while punching an opponent (so the hit/punch has to connect to a foe)
is this possible?

3.when the said char x is dashing and shortly before landing presses jump, then char x dashes again. Is that possible?
if so is it also possible to make him change his direction when i press, left + jump while landing so when he comes dashing from the left and i press left jump.. he dashes back to where he came from?

if possible this should go as much as without making it an own mod. So I do want it only to create one char and not modificate the whole lf2 for it, if possible ofc.
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should totally allow people to be all trolley on their birthday :D
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#24
1. create a frame you go to with hit_d that has an itr with effect: 4 and bdefend: 100 which will crush the dropped milk (wpoint kind: 3 to do that i think)
make it small and only at the position the milk drops + short wait so the whole thing doesn't randomly destroy anything else or rebound blasts

1.a only if you edit either beer or milk i guess

2. maybe if the hit lag can also repeat the acting mp tags (using two 'cursed' mp values)
or if you can have the first frame of your punch go to a non-opponent-hit frame with hit_a
and possibly branch (due to hit lag) to opponent-hit frames when hit_a did not act
just theories - basically i think it's not possible (except for having objects that check for injured opponents and in turn affect your character - but that's too much hassle unless you've got big plans)

3. yes - just land with state 6 - or state 100 using frame 94 for a new crouch
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#25
1a. can't be helped then. how would it work with editing the beer? I guess having a special body in both beer and a itr in the drinking frames or standing frames reacts to it and then crushes the beer (if in drinking frames) or kicks it away (if in standing frames). ofc if i make it in standing there is no need for the drinking bit and vice versa.

2. would you call making a char big plans? i don't. well if this one works out good then it might get bigger (as in a mod)
any other way you can think of so my char gets mp by beating opponents? (as i am omitting the beer bit, so he would only be able to rely on mp regain)
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#26
1a. thats about right

2. you can instead add the mp regain to only the super punch - because that one can only be done with a defenseless opponent
thus its guaranteed youve already done hits and are about to do yet another one (instead of punching air to gain mp)

edit: for 1a you might actually want to put the itr into light picking and rowing frames (wherever you pick it up)
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#27
okay, i have a new problem and i hope you can help me out with it:
I want to create a throwable weapon, which bounces off the opponent once it hits him and then bounces back and so forth. basically it bounces alot. I am stuck at that already, but i will continue with the idea: Aside from that i want the weapon to multiply when hit, and the clones have the same basic behaviour as the weapon (bounce alot).

here comes the dandy part, my code so far:
    DC-Code:
<frame> 80 bounce_back
   pic: 29 state: 1002 wait: 0 next: 81 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy: 
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 81 bounce_back
   pic: 28 state: 1002 wait: 0 next 82 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 82 bounce_back
   pic: 27 state: 1002 wait: 0 next 83 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 83 bounce_back
   pic: 26 state: 1002 wait: 0 next 84 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 84 bounce_back
   pic: 25 state: 1002 wait: 0 next 85 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 85 bounce_back
   pic: 24 state: 1002 wait: 0 next 86 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 86 bounce_back
   pic: 23 state: 1002 wait: 0 next 87 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 87 bounce_back
   pic: 22 state: 1002 wait: 0 next 88 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 88 bounce_back
   pic: 21 state: 1002 wait: 0 next 89 dvx: -10 dvy: 1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 89 bounce_forward
   pic: 22 state: 1002 wait: 0 next 90 dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 90 bounce_forward
   pic: 23 state: 1002 wait: 0 next 91 dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 91 bounce_forward
   pic: 24 state: 1002 wait: 0 next 92 dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 92 bounce_forward
   pic: 25 state: 1002 wait: 0 next 93 dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 93 bounce_forward
   pic: 26 state: 1002 wait: 0 next 94 dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 94 bounce_forward
   pic: 27 state: 1002 wait: 0 next 95 dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 95 bounce_forward
   pic: 28 state: 1002 wait: 0 next 96 dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>
 
<frame> 96 bounce_forward
   pic: 22 state: 1002 wait: 0  dvx: 10 dvy: -1 centerx: 24 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0 x: 16 y: 16 w: 19 h: 19
   bdy_end:
<frame_end>


i get there because i have an ik3 in the throwing frames of the weapon.
    DC-Code:
<frame> 55 throwing
   pic: 15  state: 1002  wait: 0  next: 40  dvx: 0  dvy: 0  centerx: 24  centery: 36  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 3  x: 16  y: 16  w: 19  h: 19  fall: 60  bdefend: 16  injury: 35 
      catchingact: 80 80  caughtact: 132 132 
   itr_end:
   bdy:
      kind: 0  x: 16  y: 16  w: 19  h: 19
   bdy_end:
<frame_end>


note: i am using the baseball weapon (weapon 5) as basis, if you think it has an sprite issue too.
also the bounce back code seems to work (at least it bounces back, but not forward)
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#28
Only use dvx to start or change a direction - in the air objects keep their momentum.
And why exactly do you think would it last long enough to hit again before it drops?
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#29
(06-26-2013, 08:22 AM)YinYin Wrote:  Only use dvx to start or change a direction - in the air objects keep their momentum.
And why exactly do you think would it last long enough to hit again before it drops?
that's what i do in bounce_forward, no?
I don't understand that question. it does not have to hit again, i want it to bounce back forward, if it hits the opponent even better. The real merit is the cloning of the weapon, once i get the bouncing done.
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#30
You say it doesn't bounce forward so we gotta find out why it doesn't reach those frames or if it does why it doesn't change direction.
It probably drops before it can bounce forward because you move it down with dvy: 1. I don't see why it would stay in the air long enough to reach the bounce forward frames.
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