Posts: 233
Threads: 18
Joined: Jul 2008
GODDAMMIT! I wrote a very long explanation to have my connection fail (hence when I clicked post it failed)
So here's a short version:
Comp players leave copies of themselves every 10 seconds frozen up high with a state 9997 so they have no shadow.
At a key combo all comp players get deleted and the onse who are frozen get teleported down and switched with more comp players.
Impossible for human players.
(inferior humans)
What do you guys think?
Thanks given by:
Posts: 62
Threads: 3
Joined: Mar 2008
08-21-2008, 05:12 PM
(This post was last modified: 08-21-2008, 05:17 PM by Sinow Rappy.)
heheh, interesting idea, but to actual DC it.... sounds like a nightmare. :P
It'd be really difficult to have characters constantly leave copies of themselves up in the air though. repeatedly using opoints... might not work, and itr/kind: 8 would still be pretty messy, plus it would be difficult to simulate position on the y-axis with it (like if a character was jumping). Also, the velocity that a character was traveling at seems like it would be impossible to recreate perfectly, especially if they were getting knocked into the air at some crazy direction or if they were sent flying really fast by a powerful attack.
so, interesting, but... I'm not sure how practical it would be in terms of actually dcing it.
EDIT: aaah, if you're only talking about traveling back to a certain position and not worrying about the state the character was in at the time, then yeah, that sounds a lot more realistic :P Go for it man!
Thanks given by:
Posts: 1,708
Threads: 34
Joined: Mar 2008
08-22-2008, 10:11 AM
(This post was last modified: 08-22-2008, 10:13 AM by Lauli.)
Am I the only one that talks a bit positive about that? I mean it actually COULD work (even though it's a hell of a work)
@Deus Ex: I used a combination of itr/kind: 8 and itr/kind: 3
The itr/kind: 8 marks the place where the character was, and after a short time itr/kind: 3 catches the character back to the old position.
But it just works with one enemy.
Thanks given by:
Posts: 233
Threads: 18
Joined: Jul 2008
08-22-2008, 11:27 AM
(This post was last modified: 08-22-2008, 11:27 AM by Deus Ex Machina.)
Interesting, that means you can also add a neat effect to it, like a purple mist surrounding the enemy.
Also, I don't think all the attacks/stuff and all that would be really necessary, because, I mean, c'mon, when you play LF2, do you remember what happened 10 seconds ago?
(Though if you use it a strategic move, then that could obviously cause problems)
This would also work in case of opponents spawning, meaning if 10 seconds haven't passed yet the opponents disappear without a trace... Never to be seen again.
Maybe silva could help out? Or maybe it's possible to fix up some detectors...
What I mean: I/k8 that would detect wether there really are any copies of char X, implemented within char X, that would detect wether there are copies of char X, implemented to every frame.
In the event that no copies are detected (different chars will be stored at a different :y range, therefore no detection of other copies), a copy is created at the very edge of the screen, where it will 'respawn' in 5 seconds.
Also, I think it would be much simpler to make it the other way round, to make the ORIGINALS go to a frame which they freeze very high up with state 9997, and the copies will continue fighting.
Then we just delete everything that isn't very high up and the originals come back down!
That way we could even do so for human players, there will be no change of HP, though with the consequence of letting the CPU fight for you for a while. One realism problem though, the MP and HP keep regenerating ^_^
Thanks given by: