01-13-2010, 10:14 PM
I got another idea which require a small change of the idea.
Problem I see: you can`t use most of the weapons ten times, they break before. So my idea was: if you use weapons and you picked up ten weapons, doesnt matter which weapon you get the super item - then you dont have to seperate the weapons and it should be quite easy to code - well, easy is relative
Oh and I guess you do this for a version and modify all chars... - if you fix this system on the normal heros it`s just ten chars, seems to be best solution to me...
Ok, the basic idea is that each char gets an object which count the numbers of weapons he used and if it reach ten he make the next weapon transform into the special item. This weapon counter is initialized with the first pick up of a weapon. The weapon itsself is quite unimportant...
So let have a loook at the pick_weapon frames (picking light and picking heavy). First you might have to extend them so you can use opoints. The opoint is the same in both actions, it activate a "checker" which initialize the counter or push the counter to the next number.
Checker Frame 1
bdy @ y1, wait 1 -> this bdy correspond with the counter and bring the counter to a frame where he spawns a t0 itsself. This t0 should give back the information to the checker that tere`s already a counter.
Checker Frame 2
ik8 @ y2, wait 5 -> if there`s a counter the counter now spawned a t0 object with a bdy @ y2 - the checker knows there`s a counter and go to Frame 4
next: Frame 3
Checker Frame 3
opoint counter
Checker Frame
Counter Frame 1
include ten ik8s for the ten heros, each hero has another y-level for the characteristic bdy, lets guess the ik8 for the first character named a react, then it o to frame 2 - you need counters for each char...
Counter Frame 2a
local ik8 @ y1, lead to frame 3a
global ik8 on charA-y-level, dvx link to frame 2a -> stay with char
local ik0 to make enemy heros fall and this counter go back to the right hero
(optional)
Counter Frame 3a
next 4a
Counter Frame 4a
opoint t0 with bdy @ y2 -> tell the checker there`s a counter
next 5a
Counter Frame 5a
-> See frame 2a, the counter is set up +1 now, repeate this a few times and you have your counter. For the last frame you can activate something that let the weapon transform, I guess you can do this yourself, then delete the counter so he restart at the next pick weapon...
PROBLEMS:
- counter may go to other heros, you can prevent this with a ik0 on the chars characteristic bdy which react only on enemy heros, but this is no 100% guarantee...
- in frame 2a the ik8 may cause problems and nothing happen - if so just change them
I see this is quite a lot, up to you what you do
Problem I see: you can`t use most of the weapons ten times, they break before. So my idea was: if you use weapons and you picked up ten weapons, doesnt matter which weapon you get the super item - then you dont have to seperate the weapons and it should be quite easy to code - well, easy is relative

Oh and I guess you do this for a version and modify all chars... - if you fix this system on the normal heros it`s just ten chars, seems to be best solution to me...
Ok, the basic idea is that each char gets an object which count the numbers of weapons he used and if it reach ten he make the next weapon transform into the special item. This weapon counter is initialized with the first pick up of a weapon. The weapon itsself is quite unimportant...
So let have a loook at the pick_weapon frames (picking light and picking heavy). First you might have to extend them so you can use opoints. The opoint is the same in both actions, it activate a "checker" which initialize the counter or push the counter to the next number.
Checker Frame 1
bdy @ y1, wait 1 -> this bdy correspond with the counter and bring the counter to a frame where he spawns a t0 itsself. This t0 should give back the information to the checker that tere`s already a counter.
Checker Frame 2
ik8 @ y2, wait 5 -> if there`s a counter the counter now spawned a t0 object with a bdy @ y2 - the checker knows there`s a counter and go to Frame 4
next: Frame 3
Checker Frame 3
opoint counter
Checker Frame
Counter Frame 1
include ten ik8s for the ten heros, each hero has another y-level for the characteristic bdy, lets guess the ik8 for the first character named a react, then it o to frame 2 - you need counters for each char...
Counter Frame 2a
local ik8 @ y1, lead to frame 3a
global ik8 on charA-y-level, dvx link to frame 2a -> stay with char
local ik0 to make enemy heros fall and this counter go back to the right hero
(optional)Counter Frame 3a
next 4a
Counter Frame 4a
opoint t0 with bdy @ y2 -> tell the checker there`s a counter
next 5a
Counter Frame 5a
-> See frame 2a, the counter is set up +1 now, repeate this a few times and you have your counter. For the last frame you can activate something that let the weapon transform, I guess you can do this yourself, then delete the counter so he restart at the next pick weapon...
PROBLEMS:
- counter may go to other heros, you can prevent this with a ik0 on the chars characteristic bdy which react only on enemy heros, but this is no 100% guarantee...
- in frame 2a the ik8 may cause problems and nothing happen - if so just change them
I see this is quite a lot, up to you what you do
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