03-08-2008, 12:39 AM
MH-LF2
Placeholder
If you work with the Zero-Placer objecta and have placed your objects on the right point you
may want to change the function of the object in the next phase - or want an object to appear on some
certain point in the next phase. The problem: YOu can't just activate a hidden char and work with itr/k8
since computer players will react on it. Here's the methodd:
Firen_ball.dat
Bandit.dat
Frame 39 from Firen_ball is activated on the point where you want to have the object in the next
phase. Activate frame 38 through a type5 object (since firen_ball is type 3) in the next phase.
The state3005/itr kind 9 and state3005 /bdy combination makes the frame 39-thing go
to frame 40, there you activate a char for one TU and the object which have a itr / kind 8
at x: -5000 y: 66500 w: 10000 h: 100 zwidth: 500 can find the place (didn't code an example
for this here).
To be serious looking at these DC Tech Stuff I'm not sure if anybody except me will use it since
it's so detailed and stuff...
WHatever, some may wanna know how stuff work...
(But this state3005/itrk9 and state3005/bdy thing is really practically, look out, think
I'll use it for tons of other problems, too )
Placeholder
If you work with the Zero-Placer objecta and have placed your objects on the right point you
may want to change the function of the object in the next phase - or want an object to appear on some
certain point in the next phase. The problem: YOu can't just activate a hidden char and work with itr/k8
since computer players will react on it. Here's the methodd:
Firen_ball.dat
Code:
<frame> 38 placeholder - activate
pic: 1000 state: 3005 wait: 1 next: 1000
itr:
kind: 9 x: -5000 y: 66000 w: 10000 h: 100 zwidth: 500
itr_end:
<frame_end>
<frame> 39 placeholder - nextphasewait
pic: 0 state: 3005 wait: 1 next: 39 dvx: 550 dvy: 550 dvz: 550
bdy: #activate placeholder
kind: 0 x: -5000 y: 66000 w: 10000 h: 100
bdy_end:
<frame_end>
<frame> 40 placeholder - nextphase
pic: 20 state: 3005 wait: 0 next: 41
<frame_end>
<frame> 41 placeholder - nextphase
pic: 20 state: 3005 wait: 0 next: 1000
opoint: #placefinder
kind: 1 x: 0 y: 0 action: 343 dvx: 0 dvy: 0 oid: 30 facing: 0
opoint_end:
<frame_end>
Bandit.dat
Code:
<frame> 343 placeholder
pic: 0 state: 3005 wait: 5 next: 1000
bdy: #findplace
kind: 0 x: -5000 y: 66500 w: 10000 h: 100
bdy_end:
<frame_end>
Frame 39 from Firen_ball is activated on the point where you want to have the object in the next
phase. Activate frame 38 through a type5 object (since firen_ball is type 3) in the next phase.
The state3005/itr kind 9 and state3005 /bdy combination makes the frame 39-thing go
to frame 40, there you activate a char for one TU and the object which have a itr / kind 8
at x: -5000 y: 66500 w: 10000 h: 100 zwidth: 500 can find the place (didn't code an example
for this here).
To be serious looking at these DC Tech Stuff I'm not sure if anybody except me will use it since
it's so detailed and stuff...
WHatever, some may wanna know how stuff work...
(But this state3005/itrk9 and state3005/bdy thing is really practically, look out, think
I'll use it for tons of other problems, too )
<div style="border:0px solid #000000;">
<font face="Trebuchet MS"><i><a href="www.lf-empire.de" target="_blank">www.lf-empire.de</a></i>
Once I had a fortune, it said: "Leave now. Life is short. Time is luck" <br>Don't dream your life, live your dream!</font>
</div>