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Kingdom-LF2 DC Tech - Zero Placer
#1
MH-LF2
Zero Placer (Stage Mode)

It’s easy to show an image on the left site or right site of the window with state 9997, but how to place an object at x: 0 in Stage Mode? Here’s the basic idea:

Actually weapons disappear directly after they left the visible background-area (they’ll not disappear if you throw them to the right site in a area which is hidden by boundary tag…
So all I did is activate a criminal which activate a weapon in a special frame. This weapon flyed to the left site of the screen with dvx: -1 and activated a ball (type3) every single frame – these ball-frames (three on the whole) had itr/kind 9 and bdys with different y-values, so they don’t collide the wrong time. If the first activated ball hit the shield-itr from the second he go to frame 40 – let him disappear there ( you can use firen_ball for this effect then and don’t have to create a new object, or it’s my fault since I used id: 304 and this has a special effect, no idea :p). If a ball don’t disappear / is not “reflected” by a new ball, he’ll go to a new frame with next – actually if this frame is activated the ball is at x: 0 in stage mode – then you can do whatever you want…

Helpers in Stage Mode don’t react on this system since no type 0 is used. The whole system needs a few secs, if you don’t need it so detailed (mean x: 1 to 10 is also ok, then change the dvx speed to -10 or whatever you want…

Here’s the code with type and id:

Stage.dat
Code:
id: 303  x:    0  act: 229          #zero-placer

id: 303 / type 5

Code:
<frame> 229 zero-placer
   pic: 1000  state: 3005  wait: 0  next: 230   dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 230 zero-placer
   pic: 1000  state: 3005  wait: 0  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0
   hit_a: 0  hit_d: 0  hit_j: 0
   opoint:   #zero-placer
      kind: 1  x: 0  y: 0  action: 100  dvx: 0  dvy: 0  oid: 100  facing: 10
   opoint_end:
<frame_end>

id: 100 / type: 1

Code:
<frame> 100 zero-placer
   pic: 1000  state: 3005  wait: 1  next: 101  dvx: -1  dvy: 550  dvz: 550  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:  
      kind: 1  x: 0  y: 0  action: 90  dvx: 0  dvy: 0  oid: 304  facing: 0
   opoint_end:
<frame_end>

<frame> 101 zero-placer
   pic: 1000  state: 3005  wait: 1  next: 102  dvx: -1  dvy: 550  dvz: 550  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:  
      kind: 1  x: 0  y: 0  action: 91  dvx: 0  dvy: 0  oid: 304  facing: 0
   opoint_end:
<frame_end>

<frame> 102 zero-placer
   pic: 1000  state: 3005  wait: 1  next: 100  dvx: -1  dvy: 550  dvz: 550  centerx: 0  centery: 0  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:  
      kind: 1  x: 0  y: 0  action: 92  dvx: 0  dvy: 0  oid: 304  facing: 0
   opoint_end:
<frame_end>

id: 304 / type 3

Code:
<frame> 40 zero-placer
   pic: 1000  state: 3005  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 0  centery: 0
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


<frame> 90 zero-placer
   pic: 1000  state: 3005  wait: 3  next: 93  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0
   hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 9  x: -250  y: 31600  w: 500  h: 100
   itr_end:
   bdy:
      kind: 0  x: -250  y: 31000  w: 500  h: 100
   bdy_end:
<frame_end>
<frame> 91 zero-placer
   pic: 1000  state: 3005  wait: 3  next: 93  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0
   hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 9  x: -250  y: 31000  w: 500  h: 100
   itr_end:
   bdy:
      kind: 0  x: -250  y: 31300  w: 500  h: 100
   bdy_end:
<frame_end>
<frame> 92 zero-placer
   pic: 1000  state: 3005  wait: 3  next: 93  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0
   hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 9  x: -250  y: 31300  w: 500  h: 100
   itr_end:
   bdy:
      kind: 0  x: -250  y: 31600  w: 500  h: 100
   bdy_end:
<frame_end>

<frame> 93 zero-object! (use for your further code)
   pic: 0  state: 3005  wait: 0  next: 93  dvx: 550  dvy: 550  dvz: 550  centerx: 0  centery: 0
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

YinYin
neat - thats the way to go - analyze what reacts to the left boundary and nail it to use

ive thought about sth similar for vehicles that crash once you reach either side of the background

MH-LF2
hey thanks smilie

hearing this from you is kinda cool, since I remember you once told I'm not up to date in DC anymore ;)
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