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[solved] to balls that hit each other but then you click attack to win.
#11
Don't post AND write a PM, one thing is enough.
Of course you have to put the hit_a in the CHAR frames. A hit_a in a ball-frame causes different special effects or is used as timer or something...
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Alblaka
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#12
ok i understand now so put a hit_a: in character frame so then they opoint it out more quicker but i dont get the itrkind8 thing, i no how it works but dont no how to use it for the kamahamaha so please explain.
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#13
That part will be much difficult...

My idea:
Give the "hit" frames of the ball an itr, that has the values x="x-bdy of ball"-30 w="w-bdy of ball"+60 y=2000 and h=20 (or something). And you have to put in something like dvx=...77 ^^
Then you go into the "hitting" frames and put in a special body on the same values as the itr:8-zone before.
In the frame 77 you now simly show an kamehameha explosion pic. (and then let the ball disappear normally).

The effect:
If two balls collide, always one will hit the other (and both will disapper). But during the few frames of disappearing the "hitting" ball will have a special body at y=2000 (that means FAR underearth) and the "hit" ball will search for an body at exactly that location.
If it "finds" such a body (so: if it collided with another ball of same kind) it will activate the itr:8 and will jump to frame "dvx", 77 in this case > It will show the animation at the colliding point.

I'm not sure, whether this completely works, but it should...
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Alblaka
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#14
ok now can someone tell me a less complicated way?
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#15
There is non ^^ really not... (at least i cannot see one)

BUT i could think of some more complicated ways, if you want XD
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#16
@Alblaka
if you want to use ik8 the body has to be in a type 0 object, but since both balls are t3's it won't work
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#17
Awww... itr's only work on type-0's... hmmm...
But they can grap each other?
Then you simply use a special body and a itr:3, not an itr:8 ^^
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#18
again, ik3 won't work. you'd have to opoint a t0 for ik8, (ik3 only catches t0 as well, so use ik8).



Azriel~
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#19
so can someone explain it in codes, becasue i am still confused if the ball hits each other how is the bdy supposed to react with the itrkind8 if thier no were near each other.
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#20
Normal ball:
Code:
<frame> 20 hit
   pic: 4  state: 3002  wait: 1  next: 21  dvx: 0  dvy: 0  dvz: 0  centerx: 90  centery: 16  [b]hit_a: 70[/b]  hit_d: 0  hit_j: 0
   itr:
     kind: 8  x: 29  [b]y: 100000[/b]  w: 98  h: 24  dvx: <the hit effect frame>  
   itr_end:
<frame_end>

<frame> 70 <insert something sound cool here>
   pic: 4  state: 3002  wait: 0  [b]next: 71[/b]  dvx: 0  dvy: 0  dvz: 0  centerx: 90  centery: 16  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 71 <insert something sound cool here>
   pic: 4  state: 3002  wait: 0  next: 21  dvx: 0  dvy: 0  dvz: 0  centerx: 90  centery: 16  [i]hit_a: 70[/i]  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 150  y: 29  action: 0  dvx: 0  dvy: 0  oid: [i]<id of the ball>[/i]  facing: 0
   opoint_end:
<frame_end>

The ball will be opointed when hit_a:

Code:
<frame> 0 flying
   pic: 0  state: 3000  wait: 1  next: 1  dvx: 19  dvy: 0  dvz: 0  centerx: 90  centery: 16  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
     kind: 0  x: 29  y: 4  w: 98  h: 24  dvx: 15  dvy: -8   fall: 40  vrest: 10  bdefend: 16  injury: 40
   itr_end:
<frame_end>

<frame> 1 flying
   pic: 0  state: 3000  [b]wait: xxx[/b] next: 1  dvx: 19  dvy: 0  dvz: 0  centerx: 90  centery: 16  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
     kind: 0  x: 29  y: 4  w: 98  h: 24  dvx: 15  dvy: -8   fall: 40  vrest: 10  bdefend: 16  injury: 40
   itr_end:
   opoint:
      kind: 1  x: 150  y: 29  action: 0  dvx: 0  dvy: 0  oid: [i]<id of the type: 0 object>[/i]  facing: 0
   opoint_end:
<frame_end>
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