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[solved] Injured Teleportation
#1
I always wondered why Freeze and Firen get injured and have freeze and fire frames (I mean, since they're the master of fire and ice). Then I got an idea (I don't know if this is used before). In Mortal Kombat Sub-Zero and Skorpion had a state where when he's frozen (or on fire for Skorpion) and he gets hit again, instead of shattering the ice like in LF2 (for Freeze), or falling down to the ground (for Firen), he teleports behind the enemy, and the enemy is frozen (or burned) instead (I explicitly saw this in the new ps3 game Mortal Kombat vs. DC). I wonder if and how one can manage to DC this with Firen, in his burning frame. I already figured it out and done it for Freeze, but it was pretty complicated. Firen, however is even harder.

Here are the problems:

1) There's a time limit for the 'fire' frame. You can't freeze it on one frame for like 3 secs, unlike the frozen frame.
2) The character is constantly moving through the air, and the path can be different every time, so you can't spawn a 'sensor' ball (for sensing ranged attacks) to follow firen as he's falling.
3) There's the sprites. I don't know how to do a good
burning away/disappearing in flames kind of sprite.

If anyone is interested in this topic, please reply.
I actually want to know if this is a good idea in the first place, actually (maybe it's stupid or already taken). Because if it's bad, I probably won't even bother with this move (it seems pretty complicated)

I really need help for this move for Firen, especially in these three problems.
Plus, this would be an alternative and possibly even better way then simply being invincible towards fire and ice (as mentioned in the Important DC Problems Thread by MH-Razen). :D
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#2
well u can do an auto teleport to nearest enemy thing (state 400) but you can't take away the damage done to you from the fire/ice thing. in char data just look for the ice/fire frames and mod them. You can make the char have state: 1700 to heal him/herself (blinking hp).



Azriel~
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#3
I've already done it for Freeze. It's Firen that's the problem. Also, the teleportation occurs not at the fire/ice frame, but once you hit Freeze or Firen while they are in fire/ice frame (as mentioned in 1st post).
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#4
1477 Wrote:There's the sprites. I don't know how to do a good
burning away/disappearing in flames kind of sprite.


Well u can try by using Woody's teleportation frame and pics but just add a little flames from firens sprites and make the teleportation lines a little redder so they don't stay orange.


1477 Wrote:I actually want to know if this is a good idea in the first place

Creating a poll really isn't the best of ideas I mean we can just post our ideas and thoughts cause a poll is just a waste. Nice idea dude but the data with me is pretty complicated like u said I'll try to look it up and help u as much as I can with the knowledge I have.
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Join the fun .........





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#5
Haven't done this kind of project before, so i don't understand why it's so complicated (i mean, just add state 401 to firen's burning frame, maybe add dvx, dvy, dvz 550 to avoid hitting the ground)

Anyway, that's a good idea ^^
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#6
It's not like that. Here's the video for the move for freeze that I did.

Clicky

Notice Freeze is already in his frozen frame, and when he is attacked in his frozen frame he teleports. This is the real Sub-Zero/Skorpion attack in Mortal Kombat. Freeze doesn't go directly from 'Ice' frame to the teleportation frame. He has to get hit while being frozen.
I want to do the same thing for firen, but usually fire causes the player to fly through the air. This creates a problem because the sensor ball I used for Freeze for detecting range attacks cannot follow Firen through the air.

Ok, here is how I did it for Freeze (maybe this will help to better understand the problem for Firen).

In the 'Ice' Frame there is a body. When hit, the ice will shatter and the player will go into frame 182 no matter what.

I want to change it so that instead of going into the frame 182, it goes into teleportation frame. In the tele frame, Freeze teleports to the enemy, and an invisible freeze ball is teleported to the enemy, freezing him. The only way to make it go into the teleportation frame is one of three ways:

1) Alter frame 182 (with a state: 0 standing frame) and make it lead into the teleport frame. In this case, you have to leave the body on Freeze in his 'Ice' Frame.
2) Change the entire LF2.exe itself (I don't know how)
3) Sensor Ball plus Itr/Kind 8. In this case, Freeze has a body, but it has a y-value underground (or y: 500)

Ways 1 and 2 are impratical because: Way 1 requires alteration of a common falling frame. I don't want Freeze to use that move unless he's
frozen. I don't want him to use the move while he's simply falling.
Way 2 is impratical because I don't even know how to do it, and even if you can do it most likely it will change the reaction to being hit while frozen for all characters, not just Freeze (which is what I want).

Explanation of 3rd way:
A. Itr/Kind 8 with Dvx: 'Teleport Frame' will stop the melee attacks (i.e. when the enemy gets close to freeze presumably to do a melee or grab attack, the tele move will begin)

B. A Sensor ball or shield around Freeze will be summoned (or opointed) 'on' Freeze during his 'Ice' frame. The ball will have a normal hitting frame so that when the enemy gets close to Freeze the tele move will begin and the sensor ball will disappear.

This ball will also have a special 'hit' frame. In the 'hit' frame, the ball will disappear. It will opoint another ball 500 units underground that is a 'Catch Ball'. The catchball will have a regular y-value and will bring Freeze to the teleportation frame using 'caughtact: teleframe'

This way works for Freeze. However, for Firen, it doesn't work. One can use the Itr/Kind 8 part for Firen, but that is impratical because who would want to chase after and get close to a burning figure in the first place? (you can get hurt by it normally after all). The more logical thing is to simply range Firen while he's burning. Normally, if you range someone that's burning, he will go to a falling frame (not sure which one). The only way to do make it work is (like way 1) change the falling frame, and we all know that is impractical. My way for Freeze also doesn't work because the sensor ball has to 'follow' Firen as he moves through the air burning. There's no way you can make a ball follow yourself (and rule out the possibility of following other people as well).

So I hope I correctly explained this problem. This required quite a bit of advanced DC (at least, in my opinion) even for Freeze, and I have no idea how to solve it for Firen, so again I'm desperately in need of help right now. If anyone is still interested after this long schpiel, please help me.
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#7
actually you can use itr kind 8 to make the ball follow firen when he's in the fire frames.

@the problem (this should work for both chars, just adjust the wait:)
have a t3 object stick to your char via ik8 at let's say y: 500. make it width: 5, height: 100 (x coordinate = centerx -2), spawns on the char's centerx, and make the zwidth: 5 or something (minimizes chance of having a frozen enemy freeze getting "your" ik8 ball). the ik8 has to have dvx to its own frame of course.

make the t3 object's next: go to a frame where it opoints a t0 object (preferable freeze for freeze, and firen for firen) on a frame with a bdy at another far off place (y: 600 width: 5 height: 100).

in your character's hurt frame (maybe falling, up to u), have an ik8 to the teleport frame where u do your attack.

now for fixing the bug that might occur (ignore this part if u used the hurt frame instead of the falling frame, coz if it's the hurt frame, then u won't have any bug). otherwise, this may or may not work. in the ik8 stick to u frame, make it hit_a: (500 ÷ (wait+1)) and hit_d: (frame where the ik8 disappears MUST NOT BE 0). this means it must lose enough hp (via hit_a:) and just reach 500 when the wait: period has finished.
e.g.

wait: 90, hit_a is 500 ÷ (90 + 1) = 5.5 = 5 (round it down). just to check 91 * 5 = 455 (below 500 so that's good).

we don't use hit_a: 1 coz that's a really small margin for the next frame's hit_a. (well u can but u use hit_a: 410 or 409 and i'm lazy to test, but if u do test it tell me).

in the next: frame where we originally put the opoint, duplicate it and take the opoint out of the first one and make it link next: to the second one with wait: 0. but, over here we put hit_a: 45 (or whatever value u should to make up the hit_a: * (wait + 1) to make 500) so it'll kill the t3 object and bring it to hit_d: where the disappearing frame is (no opoint of the t0 bdy). otherwise the object survives the hit_a: and goes to next: with the opoint.

note: I dunno if the bugfix works, and no lf2 on my comp right now so u all go test it ^^



Azriel~
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#8
Wow, Azriel, you made this topic require even more advanced DC then I thought :D. Ok, I get everything except for one part (nice idea btw!). I believe the itr/kind 8 sticking trick is the one used on Felix in RN-LF2 in the bombknife move, right?

Now for the question:
I don't quite get the bugfix. What is even the bug (I'm sorry if the bug is obvious and I'm supposed to know it)? Also, what does the hit_a: and hit_j: do exactly (I self-taught myself all the DCing and although I learned many of the hidden tricks, I don't quite get this one)? Also, do I use this on Freeze's injured frame or the object? This may seem like a lot of questions, but it's actually just one big question.

P.S. Azriel I think I should attach a copy of the move for your review after I'm done with it just to double-check (that is, if I can just take some of your time for you to review it) :D.

EDIT: Actually I want to make sure that I understand your (Azriel's) procedure. Tell me if I'm getting this right.

Step 1: Opoint an Itr/Kind 8 stick-ball and make it stick to Freeze and Firen in their Ice and Fire frames. Leave everything else normal.

Step 2: The frame after the stick frame on the stick-ball should opoint another ball that has a body underground that will self-destruct via frame 1000 after one or two time units.

Step 3: On Freeze's or Firen's hurt or fall frame (when the enemy breaks the ice or hits Firen on his burning frame) have an itr/kind 8 on Firen/Freeze that will bring him via dvx to the teleport frames by making the itr/kind 8 hit the 'underground ball'.

If this interpretation is right, as long as Firen or Freeze is burning/frozen, he will keep opointing 'underground balls'. I don't see any glitch or bug :D. Please tell me if I'm getting your procedure wrong.

One other thing, why can't the 'opointing' frame simply be the 'underground ball'? It can have a body underground (just add the body tag), and since the ball 'sticks' to Freeze, when Freeze enters the hurt/falling frame, his itr/kind 8 would definitely hit the body of the 'underground ball'

Also, I wouldn't mind a little feedback on whether this is a good idea or not (Azriel) :D.
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#9
not exactly. you only opoint the underground bdy once, which is when the char breaks out of ice/fire frame (which has to be an injured frame coz u want the move to start only if he's hit while frozen/burnt right). to do this,

sticking frame has to have the following:
itr kind 8 at a hidden area unique to freeze/firen. dvx: back to this sticking frame.
wait: 0
next: opointing frame

this is assuming it is definitely an injured frame, no bugs fixed (assuming no bugs exist). this is because if freeze/firen fall down normally (no injured frame), they won't have the itr kind 8 in their data to bring them to the special teleportation move.

opoint is freeze/firen in a special frame just for their dvx in their injured frame(s). delete via next: 1000 or next: frame with state: 9998.

i am definitely in no position to help you much till next week (stuck in some very depressing place with programming problems much more complex than this... {in c++ which is harder than DC}).



Azriel~
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#10
just a side thought. what happens if you put an ik8 on the fire or ice frame of the character? just like x point in front of the character. if someones there, then make sure the frame wait time is 0 so its harder to see it react. if a bdy points in front of your character, it will do something right? oh wait, you want them to be offensive when you want it to react?
or is there a reason why its not used?
if im wrong, tell me. im interested :)
~its been a long time coming~
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