04-28-2009, 05:23 PM
Hi everybody.
As you maybe know I'm working on my first char in the moment and I tried to do an itr/kind 8 attack.
As you can think it didn't work( otherwise I wouldn't have posted.)
What should happen:
The reaper catches the enemy and creates a ball that follows this enemy through itr/kind 8. No problem until here.
Now I used the "slowing down time" idea I found somewhere here( its by zxcv11791) : It hurts the enemy with 0 injury and fall: -1.
problem, the enemy isn't attacked.
The idea:
The attack has an itr/k 8 in the first two frames with a dvx 1 and dvx 2. This makes the attack follow the enmy. In the next frames it has normal kind: 0 with injury 0 and fall -1 to slow down the enemy. After frame 4 it goes back to frame one( again with the itr/k 8. So that it follows the enemy)
what I tried out:
changing the area. in this code it is extremely big.
deleting the timer, because I thought it would have problems with the dvx in itr/k 8.
So whats the problems? doesn't itr/k 8 work with kind 0 and I have to opoint it? Or something else?
As you maybe know I'm working on my first char in the moment and I tried to do an itr/kind 8 attack.
As you can think it didn't work( otherwise I wouldn't have posted.)
What should happen:
The reaper catches the enemy and creates a ball that follows this enemy through itr/kind 8. No problem until here.
Now I used the "slowing down time" idea I found somewhere here( its by zxcv11791) : It hurts the enemy with 0 injury and fall: -1.
problem, the enemy isn't attacked.
The idea:
The attack has an itr/k 8 in the first two frames with a dvx 1 and dvx 2. This makes the attack follow the enmy. In the next frames it has normal kind: 0 with injury 0 and fall -1 to slow down the enemy. After frame 4 it goes back to frame one( again with the itr/k 8. So that it follows the enemy)
what I tried out:
changing the area. in this code it is extremely big.
deleting the timer, because I thought it would have problems with the dvx in itr/k 8.
So whats the problems? doesn't itr/k 8 work with kind 0 and I have to opoint it? Or something else?
DC-Code:
<frame> 0 flying pic: 4 state: 3005 wait: 0 next: 1 dvx: 0 centerx: 40 centery: 41 hit_a: 5 hit_d: 5 hit_j: 0 itr: kind: 8 x: 22 y: 27 w: 55 h: 27 dvx: 1 injury: 0 itr_end: itr: kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0 effect: 5 itr_end: <frame_end> <frame> 1 flying pic: 5 state: 3005 wait: 0 next: 1 dvx: 0 centerx: 40 centery: 41 hit_a: 5 hit_d: 5 hit_j: 0 itr: kind: 8 x: 22 y: 27 w: 55 h: 27 dvx: 2 injury: 0 itr_end: itr: kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0 effect: 5 itr_end: <frame_end> <frame> 2 flying pic: 4 state: 3005 wait: 0 next: 3 dvx: 0 centerx: 40 centery: 41 hit_a: 5 hit_d: 5 hit_j: 0 itr: kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0 effect: 5 itr_end: <frame_end> <frame> 3 flying pic: 5 state: 3005 wait: 0 next: 4 dvx: 0 centerx: 40 centery: 41 hit_a: 5 hit_d: 5 hit_j: 0 itr: kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0 effect: 5 itr_end: <frame_end> <frame> 4 flying pic: 6 state: 3005 wait: 0 next: 1 dvx: 0 centerx: 40 centery: 43 hit_a: 5 hit_d: 5 hit_j: 0 itr: kind: 0 x: -9999 y: 100 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0 effect: 5 itr_end: <frame_end> <frame> 5 flying pic: 7 state: 3000 wait: 0 next: 1000 dvx: 0 centerx: 40 centery: 43 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 399 dummy pic: 0 state: 0 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> |