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[solved] Area accessing
#3
I could just think of one (REALLY COMPLICATED) way to make this:
As far as i know, itr/kind:8 are still capable to hit invisible characters (same like they are capable of hitting "blinking" chars (after lying)). So your "area" spawns a itr/kind:8 which reacts to a special bdy of Rudolph's walking frames (and running, dashing, jumping > Every frame with movement) and spawns a T0 (or T3 if you have that special DLL version of LF2 running around). To this T0 Rudolph reacts via itr/kind:8 and gets led to some frames where he turns and runs (or just moves, he's invisible) away from the area, without any player control.
Dunno, whether this works this way, but i think it's wort a try ^^

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Messages In This Thread
[solved] Area accessing - by Lauli - 04-01-2010, 12:03 PM
RE: Area accessing - by MH-Razen - 04-01-2010, 12:17 PM
RE: Area accessing - by Alblaka - 04-01-2010, 12:21 PM
RE: Area accessing - by JossuaDC - 04-01-2010, 01:08 PM
RE: Area accessing - by Alblaka - 04-01-2010, 02:06 PM
RE: Area accessing - by Lauli - 04-01-2010, 02:18 PM



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