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[solved] Type 3 attack picking up type 1 weapons
#1
I have done many searches but still no luck.
The situation: I am trying to make a type-3 attack that can pick up weapons and home towards the enemies. However, itr with kind: 2 and 7 both do not help. The weapons are never picked up.
Code:
Entry point: 100
115 and 116 correspond to characters' frames after picking up of weapons.
    DC-Code:
<frame> 100 flying
   pic: 0  state: 3006  wait: 10  next: 117  dvx: 15  dvy: 0  centerx: 56  centery: 24  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 2  x: -5000  y: -5000  w: 10000  h: 10000  vrest: 1 zwidth: 5000  
   itr_end:
<frame_end>
 
<frame> 115 picking_light
   pic: 4  state: 15  wait: 4  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 38  y: 74  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 116 picking_heavy
   pic: 5  state: 15  wait: 2  next: 119  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 79  weaponact: 10  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 117 picking_light
   pic: 6  state: 15  wait: 4  next: 118  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 79  hit_a: 1  hit_d: 10  hit_j: 0 hit_Fa: 1
   wpoint:
      kind: 1  x: 38  y: 74  weaponact: 40  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 118 picking_light
   pic: 7  state: 15  wait: 4  next: 117  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 79  hit_a: 1  hit_d: 10  hit_j: 0 hit_Fa: 1
   wpoint:
      kind: 1  x: 38  y: 74  weaponact: 40  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 119 picking_heavy
   pic: 5  state: 15  wait: 2  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 46  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
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#2
You will never be able to pick up weapons with other types than type: 0 (There is a not so complicated way but you wont find it usefull in this situation I promise) without hex that is.

Why? Those itrs require the user to press A and since balls never presses A they will never pick up anything.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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#3
Hm... so type 3 cannot pick up weapons.

I once thought of the possibility of making characters that pick up weapons immediately when opointed and with next: 1280 to make them invincible. Then, when they use the weapon to attack, they go to 1000 and disappear. However, this would waste a character slot so I didn't attempt to do this.

What about... create a character who does the pick up and then use weaponact to make the weapon go to frame 2xx such that hit_Fa: 1?
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#4
you can make an incisible char that picks up the weapon and transforms into a ball after.
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#5
(07-03-2009, 07:20 PM)Bamboori Wrote:  you can make an incisible char that picks up the weapon and transforms into a ball after.

I dont think that is possible either. As the AI only presses A when over a weapon, near a enemy or doing a special. Having a large itr/kind: 2/7 isnt one of those.

But try it if you want.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
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#6
I just wondered if it was the state: 3006 that caused the problem and changed it to 3. Didn't work though.

Just tested placing the kind: 7 into the character's code. He still has to press A to pick up weapons from anywhere in the field, which pretty much means there is no solution to picking up weapons without pressing A.

Thx for the help anyway.
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#7
ive tried type 3 objects myself and ive concluded. you can only pick up weapons with type 0 objects.
one possibility without hex i think is plausible is the one bamboori stated.
~its been a long time coming~
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#8
u can make all weapons constantly opoint a t0, and the object goes to different frames via ik8 and opoints the weapon with kind: 2 and delete/kill the one on the ground.



Azriel~
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#9
(07-04-2009, 06:58 AM)Azriel Wrote:  u can make all weapons constantly opoint a t0, and the object goes to different frames via ik8 and opoints the weapon with kind: 2 and delete/kill the one on the ground.



Azriel~

That way we would see lots of 'com' next to weapons, unless we set action: 1280 or sth. But this would make ik8 simply attach to the invisible characters but unable to delete them through cpoint.

I better stick to weaponact method then. Thx for the help anyway!
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#10
also if f.e. a rock constantly opoints out a t0 object, and you hit that rock, the rock itselfe changes into your team, and then also the opointed t0 objects belong to your team... if that happen in stage mode when an enemy hits that rock, then you can't go to the next stage until you've destroyed the rock because it opoints out t0's from the enemys team tha whole time...
oh and the ai is trying to attack the weapons always^^

such a thing happend to me already :P
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