Lauli Wrote:However that would disturb the gamplay, wouldn't it?
actually I think the wall idea will destroy gameplay. A weapon rebounds in the air or so? Make me feel like I play in a box. I made a system which checks for existence of weapon and if it's not there it activate it again.
It works, just give me time to create the tutorial
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Ok: Tutotial on how to secure a certain weapon will always be there in stage mode:
data-lines needed to understand opoints in code:
Code:
id: 30 type: 0 file: data\bandit.dat
id: 300 type: 5 file: data\criminal.dat #criminal
id: 500 type: 1 file: data\specialweap.dat #specialweap
First you've to create a new weapon file. This weapon shouldn't fall from sky (so don't give an id from 100 to 199) and need to activate a type0-object - I call it the "swordslife" - so note this opoint in every frame of your weapon:
Code:
opoint:
kind: 1 x: 0 y: -10 action: 300 dvx: 0 dvy: 0 oid: 30 facing: 0
opoint_end:
THen here's the code for Bandit.dat
Code:
<frame> 300 swordslife
pic: 1000 state: 3005 wait: 1 next: 1000 dvx: 550 dvy: 550 dvz: 550
itr:
kind: 8 x: -1500 y: 5000 w: 3000 h: 500 dvx: 301 zwidth: 500 injury: 0
itr_end:
<frame_end>
<frame> 301 swordslife at keeper
pic: 1000 state: 3005 wait: 5 next: 1000 dvx: 550 dvy: 550 dvz: 550
bdy:
kind: 0 x: -1500 y: 6000 w: 3000 h: 500
bdy_end:
<frame_end>
<frame> 310 call swordslife to keeper
pic: 1000 state: 3005 wait: 5 next: 1000 dvx: 550 dvy: 550 dvz: 550
bdy:
kind: 0 x: -1500 y: 5000 w: 3000 h: 500
bdy_end:
<frame_end>
and for criminal.dat:
Code:
<frame> 100 keeper waitforcheck
pic: 1000 state: 3005 wait: 30 next: 101
<frame_end>
<frame> 101 keeper
pic: 1000 state: 3005 wait: 1 next: 102
opoint: #call-swordslife
kind: 1 x: 0 y: 0 action: 310 dvx: 0 dvy: 0 oid: 30 facing: 0
opoint_end:
<frame_end>
<frame> 102 keeper call-swordslife
pic: 1000 state: 3005 wait: 5 next: 105
itr: #wait for the message of swordalive
kind: 8 x: -1500 y: 6000 w: 3000 h: 500 zwidth: 500 dvx: 100 injury: 0
itr_end:
<frame_end>
<frame> 105 no swordslife / act sword
pic: 1000 state: 3005 wait: 1 next: 106
<frame_end>
<frame> 106 no swordslife / act sword
pic: 1000 state: 3005 wait: 1 next: 100
opoint:
kind: 1 x: -200 y: -400 action: 0 dvx: 0 dvy: 0 oid: 500 facing: 0
opoint_end:
<frame_end>
Now if you want to use this weapon system in stage just note this line in stage:
id: 300 hp: 0 x: 200 act: 100 #specialweap_keeper
the x value should be in the middle of the background, not of actual phase...
Now for explanation: The keeper (criminal.dat) checks for the sword every 30 TU / every second. Therefore it try to call one of the swordlifes which are activated every TU for secure.
It activate a type0 object with an bdy at y: 5000 which reacts with the swordlife itr/kind8 at y: 5000 and calls the swordlife to the keeper.
This is just to secure the keeper will not move, go outta screen or there'll be problems later.
When the Swordlife is at the keeper it has a bdy at y: 6000
This bdy can react with the itr/kind 8 in frame 102 of the Keeper. If there's a Swordlife the dvx work and it go back to frame 100 and wait for next check. If there's no Swordlife it simply go to next and activate a new sword...
THat's the system and the study Ex - I know there're other meethods, but I like this since there's no wall for a weapon
Since this is used for Stage I suggest to delete the "Com" logo for computer players - you'll see it...
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