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Don't post AND write a PM, one thing is enough.
Of course you have to put the hit_a in the CHAR frames. A hit_a in a ball-frame causes different special effects or is used as timer or something...
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ok i understand now so put a hit_a: in character frame so then they opoint it out more quicker but i dont get the itrkind8 thing, i no how it works but dont no how to use it for the kamahamaha so please explain.
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That part will be much difficult...
My idea:
Give the "hit" frames of the ball an itr, that has the values x="x-bdy of ball"-30 w="w-bdy of ball"+60 y=2000 and h=20 (or something). And you have to put in something like dvx=...77 ^^
Then you go into the "hitting" frames and put in a special body on the same values as the itr:8-zone before.
In the frame 77 you now simly show an kamehameha explosion pic. (and then let the ball disappear normally).
The effect:
If two balls collide, always one will hit the other (and both will disapper). But during the few frames of disappearing the "hitting" ball will have a special body at y=2000 (that means FAR underearth) and the "hit" ball will search for an body at exactly that location.
If it "finds" such a body (so: if it collided with another ball of same kind) it will activate the itr:8 and will jump to frame "dvx", 77 in this case > It will show the animation at the colliding point.
I'm not sure, whether this completely works, but it should...
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ok now can someone tell me a less complicated way?
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There is non ^^ really not... (at least i cannot see one)
BUT i could think of some more complicated ways, if you want XD
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Awww... itr's only work on type-0's... hmmm...
But they can grap each other?
Then you simply use a special body and a itr:3, not an itr:8 ^^
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again, ik3 won't work. you'd have to opoint a t0 for ik8, (ik3 only catches t0 as well, so use ik8).
Azriel~
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so can someone explain it in codes, becasue i am still confused if the ball hits each other how is the bdy supposed to react with the itrkind8 if thier no were near each other.
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