01-11-2009, 09:18 AM
actually you can use itr kind 8 to make the ball follow firen when he's in the fire frames.
@the problem (this should work for both chars, just adjust the wait
have a t3 object stick to your char via ik8 at let's say y: 500. make it width: 5, height: 100 (x coordinate = centerx -2), spawns on the char's centerx, and make the zwidth: 5 or something (minimizes chance of having a frozen enemy freeze getting "your" ik8 ball). the ik8 has to have dvx to its own frame of course.
make the t3 object's next: go to a frame where it opoints a t0 object (preferable freeze for freeze, and firen for firen) on a frame with a bdy at another far off place (y: 600 width: 5 height: 100).
in your character's hurt frame (maybe falling, up to u), have an ik8 to the teleport frame where u do your attack.
now for fixing the bug that might occur (ignore this part if u used the hurt frame instead of the falling frame, coz if it's the hurt frame, then u won't have any bug). otherwise, this may or may not work. in the ik8 stick to u frame, make it hit_a: (500 ÷ (wait+1)) and hit_d: (frame where the ik8 disappears MUST NOT BE 0). this means it must lose enough hp (via hit_a
and just reach 500 when the wait: period has finished.
e.g.
wait: 90, hit_a is 500 ÷ (90 + 1) = 5.5 = 5 (round it down). just to check 91 * 5 = 455 (below 500 so that's good).
we don't use hit_a: 1 coz that's a really small margin for the next frame's hit_a. (well u can but u use hit_a: 410 or 409 and i'm lazy to test, but if u do test it tell me).
in the next: frame where we originally put the opoint, duplicate it and take the opoint out of the first one and make it link next: to the second one with wait: 0. but, over here we put hit_a: 45 (or whatever value u should to make up the hit_a: * (wait + 1) to make 500) so it'll kill the t3 object and bring it to hit_d: where the disappearing frame is (no opoint of the t0 bdy). otherwise the object survives the hit_a: and goes to next: with the opoint.
note: I dunno if the bugfix works, and no lf2 on my comp right now so u all go test it ^^
Azriel~
@the problem (this should work for both chars, just adjust the wait

have a t3 object stick to your char via ik8 at let's say y: 500. make it width: 5, height: 100 (x coordinate = centerx -2), spawns on the char's centerx, and make the zwidth: 5 or something (minimizes chance of having a frozen enemy freeze getting "your" ik8 ball). the ik8 has to have dvx to its own frame of course.
make the t3 object's next: go to a frame where it opoints a t0 object (preferable freeze for freeze, and firen for firen) on a frame with a bdy at another far off place (y: 600 width: 5 height: 100).
in your character's hurt frame (maybe falling, up to u), have an ik8 to the teleport frame where u do your attack.
now for fixing the bug that might occur (ignore this part if u used the hurt frame instead of the falling frame, coz if it's the hurt frame, then u won't have any bug). otherwise, this may or may not work. in the ik8 stick to u frame, make it hit_a: (500 ÷ (wait+1)) and hit_d: (frame where the ik8 disappears MUST NOT BE 0). this means it must lose enough hp (via hit_a
and just reach 500 when the wait: period has finished. e.g.
wait: 90, hit_a is 500 ÷ (90 + 1) = 5.5 = 5 (round it down). just to check 91 * 5 = 455 (below 500 so that's good).
we don't use hit_a: 1 coz that's a really small margin for the next frame's hit_a. (well u can but u use hit_a: 410 or 409 and i'm lazy to test, but if u do test it tell me).
in the next: frame where we originally put the opoint, duplicate it and take the opoint out of the first one and make it link next: to the second one with wait: 0. but, over here we put hit_a: 45 (or whatever value u should to make up the hit_a: * (wait + 1) to make 500) so it'll kill the t3 object and bring it to hit_d: where the disappearing frame is (no opoint of the t0 bdy). otherwise the object survives the hit_a: and goes to next: with the opoint.
note: I dunno if the bugfix works, and no lf2 on my comp right now so u all go test it ^^
Azriel~

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