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06-08-2008, 08:00 PM
(This post was last modified: 06-08-2008, 08:12 PM by Hypermodder.)
So i were right! Thx yinyin!
Hit_d i already used in some char-moves to avoid that the char dissapears if his mp=0....
Thats heplfull for the rowing-bomb of nexus....
(ps.:I will do a nexus-remake: nexus2.0 will be as powerfull as julian...with knifes blades coming out of the ground....)
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I couldn't find any posts from azriel (yes, I just read all his posts :P)
Probably it was in the old forums....
Silverthorn / Blue Phoenix
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official forum or personal conversation i guess
nvm im happy that someone explores all these things by himself - even tho you couldve found out in the dc section on the homepage (to be correct: found out that its wrong there - or rather not quite as clear as it could be)
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I found out some more stuff by myself....
1 or 2 years ago I posted all things I found out to MH, but he always told me that that, what I found out,was already explored....
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Well, 1 or 2 years ago, nobody in the forums heard anything about you or your techniques. And MH usually posted any method into the DC-section. Didn't matter how difficult it was. I guess, he was probably right...
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06-08-2008, 08:19 PM
(This post was last modified: 06-08-2008, 08:20 PM by YinYin.)
well next time you could try to check whether its already been noted on lfe before you go boasting about it :p
(in this case its good tho because i think MH needs to change that part)
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If you want to sacrifise the time.... I wouldn't stop you from writing a tut :P
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If you need sb. who writes some tut's I would sacrifice my time!
LFE is a good thingy so I try to help where I can!
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did anyone even look at the link?
its not about writing a tutorial
its just about replacing that long wait list about time units and the long winded explanation in front with the simple fact that objects have health and hit_a/d makes use of it as a timer
its just a little section in this table about type 3 objects
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06-08-2008, 08:37 PM
(This post was last modified: 06-08-2008, 09:19 PM by Silverthorn.)
I knew what you were talking about but I just want to avoid to make any mistakes; Azzy struck me with a formula once (actually it wasn't very complicated, just long), and I can't find it....
*is searching in the old forums*
of course, it was the last post in the searching list....
Azriel Wrote:actually my formula is:
TU = time unit
TTT = (the number of time units the object stays on the frame) -1
HHH = hitpoints lost each time unit the object is on that frame
DDD = frame the object goes to when it's supposed to disappear
wait: TTT
hit_a: HHH
hit_d: DDD
If HHH * (TTT + 1) >= 500 Then Goto DDD
so....
to clarify the TTT, when u have an object go to a frame with wait: 0, u get it being on that frame for 1 TU, and then it goes to the frame in next: (like d'uh smilie *this is for the newer DCers who don't know*). so like wait: 6 = 7 TU on the frame. anyways, since we want the object to be able to hit people 5 times, we need it to lose 100 hp each time it hits (so when it hits on the 5th time it loses its 500 hp and goes to DDD).
next....
when the object hits, 100 hp can be lost heaps of ways, but if u want it to continue on its path of destruction immediately *evil laugh*, u have to make it go back to the flying frames immediately and the shortest time length u can do that in is 1 TU, (coz it has to go to frame 10 when it hits). so, using the formula above, just make wait: value 0. Now, if ur wait value is 1, u have 2 TU, so if u want it to still have 5 hits before disappearing, u have to make HHH = 100/TU = 100/2 = 50.
ok now to analyse BP's formula this one: (hit_a-value * (wait-value + 1))^-1
oh yeaps i see what u mean. urs actually lists the time value that's taken away (when it's 1 then it goes to hit_dsmilie.
Azriel~
original thread: clicky
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