03-08-2008, 12:38 AM
MH-LF2
Zero Placer (Stage Mode)
It’s easy to show an image on the left site or right site of the window with state 9997, but how to place an object at x: 0 in Stage Mode? Here’s the basic idea:
Actually weapons disappear directly after they left the visible background-area (they’ll not disappear if you throw them to the right site in a area which is hidden by boundary tag…
So all I did is activate a criminal which activate a weapon in a special frame. This weapon flyed to the left site of the screen with dvx: -1 and activated a ball (type3) every single frame – these ball-frames (three on the whole) had itr/kind 9 and bdys with different y-values, so they don’t collide the wrong time. If the first activated ball hit the shield-itr from the second he go to frame 40 – let him disappear there ( you can use firen_ball for this effect then and don’t have to create a new object, or it’s my fault since I used id: 304 and this has a special effect, no idea ). If a ball don’t disappear / is not “reflected” by a new ball, he’ll go to a new frame with next – actually if this frame is activated the ball is at x: 0 in stage mode – then you can do whatever you want…
Helpers in Stage Mode don’t react on this system since no type 0 is used. The whole system needs a few secs, if you don’t need it so detailed (mean x: 1 to 10 is also ok, then change the dvx speed to -10 or whatever you want…
Here’s the code with type and id:
Stage.dat
id: 303 / type 5
id: 100 / type: 1
id: 304 / type 3
YinYin
neat - thats the way to go - analyze what reacts to the left boundary and nail it to use
ive thought about sth similar for vehicles that crash once you reach either side of the background
MH-LF2
hey thanks smilie
hearing this from you is kinda cool, since I remember you once told I'm not up to date in DC anymore
Zero Placer (Stage Mode)
It’s easy to show an image on the left site or right site of the window with state 9997, but how to place an object at x: 0 in Stage Mode? Here’s the basic idea:
Actually weapons disappear directly after they left the visible background-area (they’ll not disappear if you throw them to the right site in a area which is hidden by boundary tag…
So all I did is activate a criminal which activate a weapon in a special frame. This weapon flyed to the left site of the screen with dvx: -1 and activated a ball (type3) every single frame – these ball-frames (three on the whole) had itr/kind 9 and bdys with different y-values, so they don’t collide the wrong time. If the first activated ball hit the shield-itr from the second he go to frame 40 – let him disappear there ( you can use firen_ball for this effect then and don’t have to create a new object, or it’s my fault since I used id: 304 and this has a special effect, no idea ). If a ball don’t disappear / is not “reflected” by a new ball, he’ll go to a new frame with next – actually if this frame is activated the ball is at x: 0 in stage mode – then you can do whatever you want…
Helpers in Stage Mode don’t react on this system since no type 0 is used. The whole system needs a few secs, if you don’t need it so detailed (mean x: 1 to 10 is also ok, then change the dvx speed to -10 or whatever you want…
Here’s the code with type and id:
Stage.dat
Code:
id: 303 x: 0 act: 229 #zero-placer
id: 303 / type 5
Code:
<frame> 229 zero-placer
pic: 1000 state: 3005 wait: 0 next: 230 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0
hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 230 zero-placer
pic: 1000 state: 3005 wait: 0 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0
hit_a: 0 hit_d: 0 hit_j: 0
opoint: #zero-placer
kind: 1 x: 0 y: 0 action: 100 dvx: 0 dvy: 0 oid: 100 facing: 10
opoint_end:
<frame_end>
id: 100 / type: 1
Code:
<frame> 100 zero-placer
pic: 1000 state: 3005 wait: 1 next: 101 dvx: -1 dvy: 550 dvz: 550 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 0 y: 0 action: 90 dvx: 0 dvy: 0 oid: 304 facing: 0
opoint_end:
<frame_end>
<frame> 101 zero-placer
pic: 1000 state: 3005 wait: 1 next: 102 dvx: -1 dvy: 550 dvz: 550 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 0 y: 0 action: 91 dvx: 0 dvy: 0 oid: 304 facing: 0
opoint_end:
<frame_end>
<frame> 102 zero-placer
pic: 1000 state: 3005 wait: 1 next: 100 dvx: -1 dvy: 550 dvz: 550 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 0 y: 0 action: 92 dvx: 0 dvy: 0 oid: 304 facing: 0
opoint_end:
<frame_end>
id: 304 / type 3
Code:
<frame> 40 zero-placer
pic: 1000 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 0 centery: 0
hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 90 zero-placer
pic: 1000 state: 3005 wait: 3 next: 93 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0
hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 9 x: -250 y: 31600 w: 500 h: 100
itr_end:
bdy:
kind: 0 x: -250 y: 31000 w: 500 h: 100
bdy_end:
<frame_end>
<frame> 91 zero-placer
pic: 1000 state: 3005 wait: 3 next: 93 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0
hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 9 x: -250 y: 31000 w: 500 h: 100
itr_end:
bdy:
kind: 0 x: -250 y: 31300 w: 500 h: 100
bdy_end:
<frame_end>
<frame> 92 zero-placer
pic: 1000 state: 3005 wait: 3 next: 93 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0
hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 9 x: -250 y: 31300 w: 500 h: 100
itr_end:
bdy:
kind: 0 x: -250 y: 31600 w: 500 h: 100
bdy_end:
<frame_end>
<frame> 93 zero-object! (use for your further code)
pic: 0 state: 3005 wait: 0 next: 93 dvx: 550 dvy: 550 dvz: 550 centerx: 0 centery: 0
hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
YinYin
neat - thats the way to go - analyze what reacts to the left boundary and nail it to use
ive thought about sth similar for vehicles that crash once you reach either side of the background
MH-LF2
hey thanks smilie
hearing this from you is kinda cool, since I remember you once told I'm not up to date in DC anymore
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