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[solved] Preventing recovery
#5
why not just (in the ball) have an itr that has a low arest (or vrest if you want multiple, may not work as you expect it to due to single frame delays) and fall: 0 bdefend: 100? that way it'll constantly hit and keep the hit person in the "injured" frames without falling. the dvx: of the itr should be equivalent to (or maybe higher than) the dvx of the ball (i think). so, imagine ur ball has dvx: 10 in its frame header

    DC-Code:
itr:
    x: ? y: ? w: ? h: ? dvx: 10 bdefend: 100 arest: 1 fall: 0
itr_end:


use state: 3005 or something, or if u use one of the "weak" states, you'd have to put the itr in the hit frame and also make it link back to the flying frames
edit: @phoenix - can u make the # just highlight the tag after it rather than single line comments? would be cool thanks



Azriel~
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Messages In This Thread
[solved] Preventing recovery - by mammoth - 12-26-2009, 01:24 AM
RE: Preventing recovery - by TheBiggestBoss - 12-26-2009, 03:30 AM
RE: Preventing recovery - by mammoth - 12-26-2009, 03:44 AM
RE: Preventing recovery - by TheBiggestBoss - 12-26-2009, 04:14 AM
RE: Preventing recovery - by mammoth - 12-26-2009, 02:25 PM
RE: Preventing recovery - by Azriel - 12-26-2009, 11:28 AM
RE: Preventing recovery - by TheBiggestBoss - 12-26-2009, 04:15 PM



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