02-18-2010, 07:53 PM
you might want to check out [this].
Mess around with the friendly fire data - julian's own attacks will target (and hit) himself (which makes him pretty much suicidal). Somehow with weapons opointing things before they change teams (e.g. by being picked up or being hit), the opointed objects will be self-hitting objects.
Theory to solve your problem (note that all frame numbers here are theoretical if not already defined):
1) on_ground frame 20 - make a next: 25
2) frame 25
3) frame 26
4) frame 27 state: 2004, like what frame: 20 would look like in a normal heavy weapon (so that character can pick it up).
5) frame 28, exactly the same as frame 27, except this one constantly opoints a t0 that will be our activator for the living stone
now we have two choices for implementing when to activate the living stone, you can either have the angry living stone object stay where it is, and opoint the t0 in frame 28 with a huge bdy, or in every frame except frame 28 (mentioned above), you would opoint a t0 with a bdy in a different position. this t0 will be our place correction (using this method will more likely prevent bugs from happening when multiple living stone things are on the field). I'd go with this placeholder correction method.
anyways,
6) the living stone (assuming we're using the placeholder correction method) will have 2 ik8s. let's say you opoint the living stone on frame 50. then ik8A will have dvx: 50 which reacts to the place correction t0, and ik8B will have dvx: 51 (assume 51 is the frame which the stone comes alive). so in frame 28 of the original stone thingy, the t0 will have a bdy that corresponds to this ik8B.
7) that's how you activate the living stone thing, and now we just need to delete our original stone that fell from the sky, which is easy - just make the living stone have ik0 with bdefend: 100 that hits the original stone in frame: 28
Azriel~
Mess around with the friendly fire data - julian's own attacks will target (and hit) himself (which makes him pretty much suicidal). Somehow with weapons opointing things before they change teams (e.g. by being picked up or being hit), the opointed objects will be self-hitting objects.
Theory to solve your problem (note that all frame numbers here are theoretical if not already defined):
1) on_ground frame 20 - make a next: 25
2) frame 25
DC-Code:
wait: 0 next: 26 hit_a: 400 hit_d: 28 #see_frame_28_further_down |
3) frame 26
DC-Code:
wait: 0 next: 27 opoint: #opoint_the_object_that_is_to_be_the_angry_living_stone opoint_end: |
4) frame 27 state: 2004, like what frame: 20 would look like in a normal heavy weapon (so that character can pick it up).
5) frame 28, exactly the same as frame 27, except this one constantly opoints a t0 that will be our activator for the living stone
now we have two choices for implementing when to activate the living stone, you can either have the angry living stone object stay where it is, and opoint the t0 in frame 28 with a huge bdy, or in every frame except frame 28 (mentioned above), you would opoint a t0 with a bdy in a different position. this t0 will be our place correction (using this method will more likely prevent bugs from happening when multiple living stone things are on the field). I'd go with this placeholder correction method.
anyways,
6) the living stone (assuming we're using the placeholder correction method) will have 2 ik8s. let's say you opoint the living stone on frame 50. then ik8A will have dvx: 50 which reacts to the place correction t0, and ik8B will have dvx: 51 (assume 51 is the frame which the stone comes alive). so in frame 28 of the original stone thingy, the t0 will have a bdy that corresponds to this ik8B.
7) that's how you activate the living stone thing, and now we just need to delete our original stone that fell from the sky, which is easy - just make the living stone have ik0 with bdefend: 100 that hits the original stone in frame: 28
Azriel~