Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[solved]may someone can do it?
#1
hi,maybe someone can do it,cuz i'm noob at dc:'(:'(:'(:'(:'(
i want to make move that launch 12 missiles in different directions
like this

[Image: maysomeone.png]
and i want all missiles go from 1 to 12 like in pic
if u can do it then sy it and i will give u mecha data and missile data.
Troll mode activated TwistedDemonEvil
Reply
Thanks given by:
#2
I can't make them for you but its not that hard.

Hit-j tag "higher than 50" makes it go down on z axis. "lower than 50" makes it go up.

Negative dvy values make it go higher.
Positive dvy values make it go down.

Then my recommendation to opoint them:
dont make your char opoint them all by its frames. Let your mecha opoint a ball which will create all that missiles.
With this; no frame wasting so..

Good luck...
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
Reply
Thanks given by: Monolith
#3
Quote:Hit-j tag "higher than 50" makes it go down on z axis. "lower than 50" makes it go up.
it suppose to be on missile dat (ball) ?
i cant understand what u have in mind
Quote:i'm noob at dc:'(:'(:'(:'(:'(
Troll mode activated TwistedDemonEvil
Reply
Thanks given by:
#4
I must say its easier to do it than explaining it...
But it doesn't mean i won't help:p

First how many objects should be created for it?
Answer: just two.
One is t0 mecha and other is t3 ball.

There is jus one thing that mecha should do: opointing a ball.

But ball is a little more complicated.
Lemme explain whats going to be in ball:
First in frames 0 to 9 put your normal flying missile data
then figure out hitting-rebounding frames etc.

We will make the creative part in frames 201 to 399 lol.

Main idea:
balls have different starts but same continues.

A ball will first go up or down or z-up or z-down; then continue normal.

Hit-j tags of ball should be changed for z-moving.

Create frames which goes up-down etc.

For example missle number 1 will go up and z-up and next: 0.
Missle number 2 will just go up and next: 0 etc etc.

Here is the frame sequence which mecha will opoint:
this frame sequence will opoint the starters which a explained above. Then next: 1000 so it will be removed. Also this one won't have pictures and shadow so use pic: 999 and state: 3005.

It's easy, really:D
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
Reply
Thanks given by: Monolith
#5
how i can make it?
here other rockes are perfect but how can i make like in a pic i want to make rockets flying from some place,not from nowhere
[Image: maysomeone-Kopija.png]
Troll mode activated TwistedDemonEvil
Reply
Thanks given by:
#6
Well, you know firzen and bat right? They both have similar ''preparing'' sprites as you may want your char have.
Your char's sprites have those white outlines coming from his body, and ball type rockets have just straight white lines in their sprites.
And to make them all go like that just add high (12) facing to the oid that summons those rockets:
opoint:
kind: 1 x: 1 y: 1 action: 0 dvx: 0 dvy: 0 oid: ??? (rocket.dat number) facing: 12
opoint_end:
Also you want to have hit_Fa: 1 (or 2) in your rocket's data so they follow the opponent, but also you want them to have high dvx so they can't just turn around since rockets can't do that?
Might be back, might be not :^) anyways awesome to see you guys again!
Reply
Thanks given by:
#7
(10-09-2011, 04:26 PM)Monolith Wrote:  how i can make it?
here other rockes are perfect but how can i make like in a pic i want to make rockets flying from some place,not from nowhere
[Image: maysomeone-Kopija.png]

I didn't understand anything from it.
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
Reply
Thanks given by:
#8
(10-09-2011, 05:06 PM)xmfcx Wrote:  
(10-09-2011, 04:26 PM)Monolith Wrote:  how i can make it?
here other rockes are perfect but how can i make like in a pic i want to make rockets flying from some place,not from nowhere
[Image: maysomeone-Kopija.png]

I didn't understand anything from it.

i want them go from same place like others missiles,but in few seconds they go to other line
Troll mode activated TwistedDemonEvil
Reply
Thanks given by:
#9
Then let the ball opoint a little (like 1 or 2 pixel) tail in its flying and starting frames. (My method should be applied.)

Tail has 0 or 1 wait and next 1000.
[Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg][Image: llqsMqz.jpg]
Reply
Thanks given by: Monolith
#10
so add a chasing effect so they all follow the enemy after they are all launched in seperate directions

hit_fa: 3
Reply
Thanks given by: Monolith




Users browsing this thread: 3 Guest(s)