(04-29-2009, 02:04 PM)MH-Razen Wrote: that's wrong if you use place correction: this means the ik8 you use links to the same frame which is just placed in dvx, so if you're in frame 100 you have dvx: 100. This means that only the place-correction of the ik8 is used, but you dont go to another frame with it - and wait and next still work.
btw: of course injury is set to 0
That means, if you set the dvx:-value to the same frame number, it only uses place correction, but doesn'T change frames?
GARGH
This is a thing i wanted to have for a couple of time... but i only tried placing NO dvx (which seemed to resulted in dvx:0 or something)
(04-29-2009, 02:24 PM)Blue Phoenix Wrote: kind: 3 works with t3 as well as t0. kind: 8 is the only one that just responds to t0.
You can Catch energy balls? lol XD
(04-29-2009, 03:40 PM)TheNave Wrote: uhm I would have done it like this, let the char itselfe react with the spwaned t0 object so he'll go to "faked" lying frames which doesn't spwan the t0 objects...
it should work like this: the character dies and goes to the lying frames, after 30 TU's(what is the normal waiting value on the lying frames) that frame will repeat itselfe and summon that t-0 object, at the same time it reacts with the special bdy of that object due to a itr/k: 8, which brings him into some faked lying frames which are exactly the same but without the opoint, so the special t0 object is only spwaned a single time, that should be enough to make your thunder-reviving-whatever-ball react with it and brings your character back to live...
That is a great idea... with this technique the opoint spawn would only work 1-3 (depending on wait etc) times, but not all over the time...
If that works, it will be way easier then MH's method (cuz i would have to rewrite the file XD)
N1 Nave! The move is running perfect and bugfree now ^^
You won't even see any "COM" sign besides one, that flashes fro about 0.3 seconds ^^ And all the itr8 thingy and reborn still works! THX
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