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Clashing System
#1
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I wanna make a clashing system for my mod, like 2 attacks collide and the one who presses ATTACK more number of times win.. ideas on how can i?
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#2
Give same power for both the cannon attacks and when they press attack(A) a invisible ball is released and whoever press the attack button , faster or quicker many times WINS
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#3
but how do i do that "faster or quicker or many times WIN" thing?
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#4
Insert
    DC-Code:
hit_a: 259
in every line of the cannon and 259 should have the cannon as well as the invisible ball.
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#5
(10-11-2012, 10:07 AM)davis60 Wrote:  Give same power for both the cannon attacks and when they press attack(A) a invisible ball is released and whoever press the attack button , faster or quicker many times WINS

I have to credit you for that man. I was just actually lost in thought about how to do it, and was almost about to say it is hard. But your imagination totally owned mine this time. :P

P.S.: The two invisible balls have to be state 3006 and be of the same speed as the other ball. And yes, the method is buggy, since the player can use it even when there is no clash or something-of-that-sort.

BTW, for a completely neat clashing system, HEX is the best possible way. We cannot use ik8 because it has more complexity than required here.

I must try out that method once. And I think I am one of the reasons his keyboard will be without the keys.

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#6
please explain to me a little more, damn im dumb!
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#7
(10-12-2012, 09:11 AM)rhino.freak Wrote:  please explain to me a little more, damn im dumb!
Actually, I didn't get it as well.... What is "cannon attacks"?

Edit: Oh wait... I guess davis is talking about another whole thing. He is talking about these "kamehameha" in DBZ games where if 2 of them meet the other, they start "clashing", and the one who presses A the most will get his kamehameha past the other. Am I wrong davis?
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#8
Nah, your'e right A-MAN (atleast that is what rhino.freak says in the first post).

(10-12-2012, 09:11 AM)rhino.freak Wrote:  please explain to me a little more, damn im dumb!

Which part do you not understand?

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#9
Basic idea:
Take a random characters D>A attack (or Firzen's D>J Beam) and add a spam-able A-button. Pressing A will link back to the frame BEFORE the opoint (since you cant directly link into the opoint without disabling it), causing another 'projectile' to be spawned.
The person hitting A more often will spam more projectiles = potentially win.

However, as mentioned, you could as well spam A without actually clashing. To resolve this, you would need to edit all projectiles which are meant to be 'clashable':
If an object A is hit and destroyed, it will spawn a special body (short-lived invulnerably/invisible T0 object with a bdy at a specific unreachable Y-coordinate). The object B (which hit A), can (if modded) react to that body and create a 'response' (another T0 body), whilst attaching itself to it's creator (ID-based, special bodys in the characters D > A frames) and trigger (either via spawning a special body / 'catching') the character to go into a special 'Clashing D>A'. Same with Object A when it recognizes the response.

This will ensure clashes only happen when 2 clashable attacks collide. It's somewhat complex, slightly buggy and only applyable to unique characters, though.
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#10
The best and the easiest way is Press D>J for a cannon and then press attack very fast and add this to the frames hit_a: xxx and xxx frame must have the cannon as well as the invisible ball and add there next: yyy and yyy is the frame you came from! press faster to win!
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