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03-22-2009, 10:14 PM
(This post was last modified: 03-22-2009, 10:41 PM by Montblanc.)
My question is this:
is it possible that Player can move from point A to point B without having to move? in other words, is it possible to make a specific (as in my teammate/enemy can be anywhere, but I will move to this and only this place) point to teleport to? in your answer, please explain why or why not, not just "yes" or "no" answers.
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03-22-2009, 10:32 PM
(This post was last modified: 03-22-2009, 10:46 PM by Alblaka.)
Yes, it is simple:
Make your char doing move "A" (setting a point), where he summons a T0 (with state 14, so it won't be attacked by enemys) with a bdy-tag at something like y:99999
Then the char can do the move "b" (teleport) anywhen, which uses a itr:8 (x/w:infinite y=99999) to "teleport" him at the objects position.
Doing it like i described it will look pretty creepy, but will work for sure ^^
And if you want to make your char only traveling x Pixels far, then you can simply make a frame with:
wait: 1
dvx: 100++
pic:999
next: view below
After that you make a next-frame with dvx: 550 (that will stop the movement instantly).
THE RESULT:
the char will move invisible ultra-fast for a exact amount of pixels, after that he "stops" at the exact point and gets back visible or does whatever you want him to do
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03-22-2009, 11:12 PM
(This post was last modified: 03-22-2009, 11:12 PM by Hypermodder.)
hum, there are some more methods:
creating an invisible template at x:whereeveryouwanttoteleport*2 and use a cpoint. You'll have to add a new frame for the template, with a specific body.
example:
you wanna move x:80->
1.
use an opoint oid: 0 action:300 at x: 160
2.
Add a new frame 300 to template and replace the y: of the <bdy> with y: 5000. then use pic: 1000 to make the template invisible.
You must be careful with the new frame. use my simultant-technique and make sure that template cannoth escape outa frame 300.
3.
Add a cpoint with y: 5000! use caughtact: 1000 and the template will dissapear!
This 3 steps will make you teleporting x: 80 away in 1 second! Hope you understood!^^
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^Eh...isn't that method a LOT more complicated than dvx?
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Just so I understand, you want to transverse a certain distance
without getting hurt and in basically no time?
Or do you want to get back to a specific point on the map every time
you use the move?
The first one:
Give a huge dvx for and wait: 1 to a frame and remove the bdy
of that frame, and make the sprite it uses an invisible one.
(As Alblaka's 2nd point had it )
For the other, I don't know/haven't tried, but some ideas have
already been posted anyway
Hope this helps
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I have another question. is it possible that when my character is hit by a ball, I can make it so my charater teleports to the person (and only that person) who activated the ball? in other words, could i move to the person who caused the damage, no matter how far or how many people are on his team?
Say my enemy has 2 other people on his team, one in front of him, one behind him. he fires a ball. it hits me. i use an action that moves me only to the ball activator.
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04-03-2009, 03:34 AM
(This post was last modified: 04-03-2009, 03:36 AM by Drahcir.)
(04-02-2009, 11:05 PM)Montblanc Wrote: I have another question. is it possible that when my character is hit by a ball, I can make it so my charater teleports to the person (and only that person) who activated the ball? in other words, could i move to the person who caused the damage, no matter how far or how many people are on his team?
Say my enemy has 2 other people on his team, one in front of him, one behind him. he fires a ball. it hits me. i use an action that moves me only to the ball activator.
You'd have to use an itr:kind:8 on your char, and a REALLY long and wide (but not tall) bdy: on the ball-firer, both somewhere in the sky or underground, where nothing else will hit them. You'd also need an itr:kind:3 on the ball attack to get the char to the teleporting frames. Basically, the itr:kind:3 will "grab" the char and bring him to a frame of your choice. That frame will have an itr:kind:8 that only affects a certain bdy (which is in all frames of the ball firer) because they are both completely out of reach of all other chars. Now, a side effect of itr:kind:8 is that the object with it (usually a healball) will automatically teleport to the char (no other object types allowed) that it hits. The rest should be easy enough.
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@up
it's too bugy, and it actually won't work, it could happen that 2 ppls are firing the balls at once and you're gonna teleport to the wrong one...
there is no methode which works 100%... that's what I think
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Nah, i don't think there will be 2 people using it same time ^^ And btw, that bug appears ANYWAY ALWAYS...
But there could be another problem: itr'8-ranges are limited somehow... You have to choose a long wait-value or the itr doesn't have the timt to scan it's area ^^ (or something like that... is anoying on Clerics "Insignia of Dragon Fury" Move...
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^ I said that the bdy would be huge, not the itr.
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