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Stage: Criminal to enemy side.
#1
I want to create a special criminal that when we hit them, they not on our side but on enemy side. Or an enemy only active when we walk near to him or hit him. :) Anyone know how to make it?
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#2
You can look at LF2_GJP by Windmill; in stage 1 you can free some fake criminals who'd turn on you. If you punched the blinking red spot near the food stall, you can proceed to the next stage without having to free the fake criminals, but if you free them after being allowed to go to the next stage, the fake criminals will run to the next stage and attack you in the next stage instead.


EDIT:
From what I understand based on a quick look at the data:
* Used a separate criminal data named fcriminal.dat in a different id
* fcriminal opoints a body in the real criminal.dat for the special property in id 300 of being able to use bdy 1xxx to go to frame xxx when punched.
* When you punch this opointed body, the body goes to frame xxx, which attacks the fake criminal's hidden bdy.
* This sends the fake criminal to go into injury frames. Windmill cleverly used fall: 0, 25, 60, 70 to check who is freed - and also using fall 25 and fall 70 on the BACK of the bdy to send them to the 3rd set of injury frames and falling from behind respectively.
* From the injury frames, the criminal transforms with state 80xx, which by the way uses the b sprites.

If you need more than 6 fake criminals, you'd need another fcriminal.dat in a separate id.
[Image: uMSShyX.png]
~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Steiner v3.00 (outdated), Challenge Stage v1.51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.
Avatar styled by: prince_freeza
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Thanks given by: Deep , nhatnamyugi
#3
(04-16-2015, 03:18 AM)STM1993 Wrote:  You can look at LF2_GJP by Windmill; in stage 1 you can free some fake criminals who'd turn on you. If you punched the blinking red spot near the food stall, you can proceed to the next stage without having to free the fake criminals, but if you free them after being allowed to go to the next stage, the fake criminals will run to the next stage and attack you in the next stage instead.


EDIT:
From what I understand based on a quick look at the data:
* Used a separate criminal data named fcriminal.dat in a different id
* fcriminal opoints a body in the real criminal.dat for the special property in id 300 of being able to use bdy 1xxx to go to frame xxx when punched.
* When you punch this opointed body, the body goes to frame xxx, which attacks the fake criminal's hidden bdy.
* This sends the fake criminal to go into injury frames. Windmill cleverly used fall: 0, 25, 60, 70 to check who is freed - and also using fall 25 and fall 70 on the BACK of the bdy to send them to the 3rd set of injury frames and falling from behind respectively.
* From the injury frames, the criminal transforms with state 80xx, which by the way uses the b sprites.

If you need more than 6 fake criminals, you'd need another fcriminal.dat in a separate id.

Thank you so much :D, but my target is he will be on enemyside immediately :D, So sad if it's impossible :D
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#4
They will be on the enemy side immediately if you aren't already proceeding to the next stage, so mostly no problem there.
If its really an issue, perhaps you can kill off the fake criminals at the end of the stage.
[Image: uMSShyX.png]
~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.
Avatar styled by: prince_freeza
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Thanks given by: nhatnamyugi
#5
(04-16-2015, 11:35 AM)STM1993 Wrote:  They will be on the enemy side immediately if you aren't already proceeding to the next stage, so mostly no problem there.
If its really an issue, perhaps you can kill off the fake criminals at the end of the stage.


Oh ! ^^ Thank you so much. :D

I have a question:
<frame> 0 bandit
pic: 20 state: 0 wait: 1 next: 1 centerx: 38 centery: 78
<frame_end>

<frame> 1 bandit
pic: 20 state: 0 wait: 7 next: 2 dvx: 550 dvy: 550 centerx: 38 centery: 78
opoint:
kind: 1 x: 38 y: 78 action: 9 oid: 300 opoint_end:
bdy:
kind: 0 x: 33 y: 3073 w: 10 h: 10 bdy_end:
<frame_end>

<frame> 2 bandit
pic: 21 state: 0 wait: 5 next: 3 dvx: 550 dvy: 550 centerx: 38 centery: 78
opoint:
kind: 1 x: 38 y: 78 action: 16 oid: 300 opoint_end:
bdy:
kind: 0 x: 33 y: 3073 w: 10 h: 10 bdy_end:
<frame_end>

<frame> 3 bandit
pic: 22 state: 0 wait: 0 next: 4 dvx: 550 dvy: 550 centerx: 38 centery: 78
opoint: kind: 1 x: 38 y: 0 action: 127 oid: 481 facing: 2 opoint_end:
bdy:
kind: 0 x: 33 y: 3073 w: 10 h: 10 bdy_end:
<frame_end>

<frame> 4 bandit
pic: 22 state: 0 wait: 16 next: 1 dvx: 550 dvy: 550 centerx: 38 centery: 78
opoint:
kind: 1 x: 38 y: 78 action: 17 oid: 300 opoint_end:
bdy:
kind: 0 x: 33 y: 3073 w: 10 h: 10 bdy_end:
<frame_end>

<frame> 5 bandit
pic: 24 state: 0 wait: 2 next: 6 centerx: 38 centery: 78
<frame_end>

<frame> 6 bandit
pic: 24 state: 8030 wait: 2 next: 0 centerx: 38 centery: 78
<frame_end>

How can he know which frame is the Injury frame? bandit is frame 5, but another char has another frame. I just can't understand it.
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