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Stage: Teams other than 1 and 5?
#1
I thought this is one of the quite common questions but I just realized I couldn't find any tutorial or case about it.

So... How to spawn "enemies" in stage that would also hit the other Team 5 members?
For the backstory of my mod I don't mind whether these third party members fight Team 5 "consciously", just hitting is fine.
Another requirement is the spawn times of these third team has to be controllable. Works for "times:", and better for also "<soldier>", the best if "<boss>" is also possible.

I've heard weapons dropped from the sky (random or coded) neither belong to Team 1 or 5, as falling rocks hits everyone.
I think there is study example but I just can't find it now. They say using the state: 8XXX transforming techniques could suffice.
I just tried adding frames 378, 379 to Bandit, that 379 has a state: 8150, next: 8, and the rock (id: 150) has new frames 8, 9, which 8 is state: 2000 and 9 is state: 8030 and next: 999. All wait values > 0.
Finally, adding "id: 30 hp: XX x: 250 y: -300 act: 378" into stage, run it, result: A rock falls from the sky and instantly break when hitting the ground.

... Anyone knows the working method(s)? Many thanks in advance.
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#2
I know that next values in state 80xx means nothing when characters transform to other characters. You can have it as next 999 or next a frame in the character the result will always be the same. Basically acts like a 999 either way, once you transform you basically go straight to frame 0 of the transformed character. The wait on the state 80xx frame doesn't matter either.

Obviously this doesn't really help you but yeah.
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#3
I'm uncertain, but as far as I remember:
* LF2 does support Independent team. They will behave just like if they were on the player's side, except they can punch both you and stage enemies. I don't think they can punch themselves though.
(fun fact: in LF2 1.7, you can select your team in Stage Mode)

* Actually, if an enemy spawns an object, the object will belong to the enemy's team. So your method is already quite flawed to begin with. I'm not sure if HP tag works on weapons, so you can try spawning the weapon directly with a specific frame, and then transform from that instead.

* Tried messing with criminal.dat? I think criminals spawn as enemies, but you can take advantage of the fact that it changes team when hit. Maybe you could spawn a modified henry arrow or rudolf's star (only those 2 weapons can hit criminals) with a hidden itr that can hit a hidden bdy in the criminal to free it.
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#4
You need to rely on randomly dropping weapons, only those are independent. Everything you spawn from stage.dat has team 5.

(07-20-2014, 02:49 PM)STM1993 Wrote:  * Tried messing with criminal.dat? I think criminals spawn as enemies, but you can take advantage of the fact that it changes team when hit. Maybe you could spawn a modified henry arrow or rudolf's star (only those 2 weapons can hit criminals) with a hidden itr that can hit a hidden bdy in the criminal to free it.
Genius. Never thought of that. I did some complicated sh*t to turn weapons into independent bandits running in at a set location.
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#5
(07-20-2014, 02:49 PM)STM1993 Wrote:  * Tried messing with criminal.dat? I think criminals spawn as enemies, but you can take advantage of the fact that it changes team when hit. Maybe you could spawn a modified henry arrow or rudolf's star (only those 2 weapons can hit criminals) with a hidden itr that can hit a hidden bdy in the criminal to free it.

And Criminals also can summon objects, but, wouldn't the criminal be on team 5 and not team 2-4 ( And or independent ) if the criminal frees himself?

EDIT: Btw, ever lurked into Julian War 2'? That might be helpful ;)
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#6
Fun fact: if you set yourself as Team 2 in stagemode (yeah, I hacked something together) and free a criminal then, he'll still be team 1 and will go rogue :p
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#7
(07-21-2014, 01:39 PM)Amadis Wrote:  but, wouldn't the criminal be on team 5 and not team 2-4 ( And or independent ) if the criminal frees himself?
That's correct, but here's the thing:
1) Criminals & balls change team when hit.
2) Rudolf's star and Henry's arrow can hit criminals.
3) Random weapon drops are independent, as YinYin said.
4) In LF2, there will always be a random weapon drop if there isn't already a weapon in the game.

Taking advantage of this, what I think you could do is:
1) Spawn a ball in stage mode with a hidden bdy, and a criminal with a separate hidden bdy.
2) All weapons that can be random-dropped are given a hidden itr that can hit the ball's bdy.
3) When the ball is hit, it becomes independent and goes into its hit frame, which is used to spawn a Rudolf star or Henry arrow at a specific frame.
4) This Rudolf star/Henry arrow's special frame has an itr that hits the criminal's hidden bdy, thus turning the criminal independent. You can use this plainly by making the criminal become a free, independent unit... or you can use this now independent criminal as an independent object generator or free other criminals as independent in the same sub-stage.
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~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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#8
(07-21-2014, 04:29 PM)STM1993 Wrote:  That's correct, but here's the thing:
1) Criminals & balls change team when hit.
2) Rudolf's star and Henry's arrow can hit criminals.
3) Random weapon drops are independent, as YinYin said.
4) In LF2, there will always be a random weapon drop if there isn't already a weapon in the game.

Taking advantage of this, what I think you could do is:
1) Spawn a ball in stage mode with a hidden bdy, and a criminal with a separate hidden bdy.
2) All weapons that can be random-dropped are given a hidden itr that can hit the ball's bdy.
3) When the ball is hit, it becomes independent and goes into its hit frame, which is used to spawn a Rudolf star or Henry arrow at a specific frame.
4) This Rudolf star/Henry arrow's special frame has an itr that hits the criminal's hidden bdy, thus turning the criminal independent. You can use this plainly by making the criminal become a free, independent unit... or you can use this now independent criminal as an independent object generator or free other criminals as independent in the same sub-stage.

Thanks for this great solution, not tried yet (will have time today), but sounds working.

Just one thing to ask: Weapons randomly dropped are independent. What about those stage-programmed weapons? Like writing id: 100 etc.
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#9
(07-22-2014, 05:18 AM)Ikran Ahiyìk Wrote:  Thanks for this great solution, not tried yet (will have time today), but sounds working.
Except this, apparently:
(07-21-2014, 03:12 PM)Blue Phoenix Wrote:  Fun fact: if you set yourself as Team 2 in stagemode (yeah, I hacked something together) and free a criminal then, he'll still be team 1 and will go rogue :p
(07-22-2014, 05:18 AM)Ikran Ahiyìk Wrote:  Just one thing to ask: Weapons randomly dropped are independent. What about those stage-programmed weapons? Like writing id: 100 etc.
Team 5 as well.

Although do test everything to confirm.
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#10
Stage-programmed weapons still belong to team 5, as YinYin said, hence the need for more complicated stuff like this.

EDIT:
Ninja'd. And darn, I still want to know if it works on testing though.
Then again I remember seeing stages that had independent chars. I can't test on my own as I can't run LF2 anymore due to a C++ registry bug.
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~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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