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[solved] Firen's 'The Game' Hell Move
#1
Ok, currently I'm trying completing the character Firen for my mod. I've devised a hell move for Firen that works like this:

Firen summons 8 copies. You must choose the correct copy within 7 seconds. Choose the wrong one and you will take different increments of damage depending on your luck. If you choose the correct copy, advance to next round. Next round is same thing. There are seven rounds, and if at the end you have not died, then the match continues. All this time Firen is invisible, immobilized state where you cannot touch him and he cannot interfere with The Game.

Question:
How do I summon the 8 copies and make each of them unique. I want to do two opoints, 'facing: 40', and 'facing: 41', but then 4 copies of both sets will be identical. I want to make each copy unique and deal different increments of damage, but I want the position of the copies to be identical to opointing 'facing: 40' and 'facing: 41'. So, any possible solutions? :D

As with the thread 'Injured Teleportation', please tell me if this is a good idea. I won't post a poll this time, though :D (last time only 8 people voted).

~Solomon Leung
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#2
8 people is a lot =p (i'd be satisfied with 5).

if it's something for me to do, i'd probably manually position them (invisible objects with lots of hit_j: and dvx cleverly done).

actually, just thought of sth else. have them all identically opointed, and all of them have the special bdy where we would use an ik8 to choose our "special firen" (in reality we don't know which one is right coz it's random so that's good :P). the ik8 thing should be on a t3 thing i would think.
next, all of their starter frames with the bdy should go to a next frame (from wait:). now only 1 of them has the ik8 thing under it (essentially all firens would hurt you).

since it's a mod, we can put an itr kind 0 in all chars punching frames (so rudolf/henry would also have to stand on a firen and press A to activate the thingy). make this in an unreachable small area (so it only can hit 1 firen), and make it vrest: 5 or something. (well we don't want arest).

and when you press Attack, it will definitely hit the firen u're standing on, and since it's vrest, if you're standing on the ik8 t3 object then you'll it it too (so that means all firens and the ik8 object must have a bdy at the unreachable area).

case with no t3 object:
the firen will go to the injured frame, and will opoint (via next:) something to hurt you. (if the round is supposed to terminate here then opoint something to hit everything quickly so the t3 object gets hit as well).

case with t3 object:
the firen will go to the injured frame and also opoint w/e to hurt you. the difference with this case is the t3 object is hit as well, and from here you'd have an ik8 in the hitted frame(s) to detect whether you're on top of it. if you are, start the next round (killing all this round's firens of course).



Azriel~
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#3
Well, actually I wasn't planning on randomizing the 'Firens'. That would be way too complicated. It's more like a set pattern, with the answers the same everytime. All I need is to be able to summon the 8 'firen copies' in 'facing: 40' positions, each one being unique.

Is there a page on the mainsite that explains how to move objects on z-axis? If there is, please send a link. :D I would greatly appreciate it.
EDIT: Never mind, found it.

I'll test out the hit_j: solution.

~Solomon Leung
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#4
Hit_j: works only for flying objects ;)
And i don't think, you want to make the firens moving around XD

But taking an dvx>0 in the opoint and using facings like 40 will make the firens spreading on the z-axis, too... Like Henrys Multiarrow flys up and downwards too ^^
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Greetz,
Alblaka
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#5
@Alblaka
hit_j: is needed for invisible opointing and the firens won't be moving around.

@topic
first opoint an invisible t3 object, make it facing: 2 (to the right). then dvx: -30 hit_j: 60 for one frame with wait: 1 and next: to a frame with dvx: 550 hit_j: 50. then opoint something here.

next, hit_j: 40 for one frame with wait: 3 then a frame with hit_j: 50 and opoint something here
next, dvx: 20 hit_j: 40 for one frame with wait: 1 then frame with hit_j: 50 and dvx: 550 and opoint something here.
next, dvx: 20 for one frame with wait: 1 then frame with dvx: 550 and opoint something here.
next, dvx: 20 hit_j: 60 for one frame with wait: 1 then frame with hit_j: 50 and dvx: 550 and opoint something here.
next, hit_j: 60 for one frame with wait: 3 then a frame with hit_j: 50 and opoint something here
next, dvx: -20 hit_j: 60 for one frame with wait: 1 then frame with hit_j: 50 and dvx: 550 and opoint something here.
finally dvx: -20 for one frame with wait: 1 then frame with dvx: 550 and opoint something here.

that's the basic octahedral or something around ur char (well it's probably not very accurate)




Azriel~
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#6
@Azriel

So.....you're basically saying have an invisible ball move into all the required positions (octahedral formation) and opoint the copies of Firens :D. And to use hit_j: for the z-axis movement.

Right?

~Solomon Leung
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