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Well, i got 2 problems.
1. When I use state 18. There is that burning smoke thing, is there a way i can remove it. I seen something which says how to remove the burning smokes, sadly i can't find it.
2. In stage mod, i learn how to make characters talks, i only have one problem. I made stage traps, it's like a whirlwind that pushes characters up, sadly when i do it. Opponents stop in front of it and defend, I tried using itrkind8, there is only one problem. The whirlwinds, are supposed to appear after certain amount of times.
Solutions please?
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09-14-2009, 07:38 PM
(This post was last modified: 09-14-2009, 07:39 PM by Silverthorn.)
1.) In short: your char has a special bdy. burning_smoke in broken_weapon.dat has a corresponding itr/k:8 which reacts to the bdy to "kill" the smoke.
2.) What I got was this: opponents defend. Use a different state. ---- Whirlwinds appear immediately, they shall be spawned later. "wait: 300" before opointing-frame?
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Thanks, fixed number 1. Only probelm. is number 2.
You got it wrong, The whirlwind has not shadow, it has state 18. When enemy's from stage come to attack, they go to attack the people playing stage mode, yet if you stand in front of the opponent while there is a whirlwind in the way, the opponents will simply just defend, or move out of the way.
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(09-14-2009, 07:29 PM)Madara Uchiha Wrote: Well, i got 2 problems.
1. When I use state 18. There is that burning smoke thing, is there a way i can remove it. I seen something which says how to remove the burning smokes, sadly i can't find it.
2. In stage mod, i learn how to make characters talks, i only have one problem. I made stage traps, it's like a whirlwind that pushes characters up, sadly when i do it. Opponents stop in front of it and defend, I tried using itrkind8, there is only one problem. The whirlwinds, are supposed to appear after certain amount of times.
Solutions please?
1. broken_weapon.dat should be the deal. The burning_smoke frames are somewhere there, just replace them with wait:0-state:3005-next:1000
2. Give them a waiting frame with a defined wait and put the itr8 in the next frame?
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09-15-2009, 07:14 AM
(This post was last modified: 09-15-2009, 07:15 AM by Magnamancy.)
Since 1. has been answered a few times, I'll address 2.
You want stage traps the AI will fall for?
so what you'd need is something that the Ai won't give any attention
too.
(This is just theory, so I don't know how well or if it will work...)
Try placing a com, using a lying frame, plus a grabbing itr.
The idea is naturally, fallen people are ignored, then the grabbing stuff
happens, triggering the trap.
I wonder if this'll work... good luck
edit: 234 ^^
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09-15-2009, 08:03 AM
(This post was last modified: 09-29-2009, 02:29 AM by HappyHouR.)
(09-15-2009, 07:14 AM)Magnamancy Wrote: Since 1. has been answered a few times, I'll address 2.
You want stage traps the AI will fall for?
so what you'd need is something that the Ai won't give any attention
too.
(This is just theory, so I don't know how well or if it will work...)
Try placing a com, using a lying frame, plus a grabbing itr.
The idea is naturally, fallen people are ignored, then the grabbing stuff
happens, triggering the trap.
I wonder if this'll work... good luck
edit: 234 ^^ I think he made ball with state 3005 with ik8. Coms defend from balls.He should use t1 and then the comS wont try to defend against the traps before they triggering the traps.
Madara use t1.for your traps with on ground.The ai wont try to pick it up or defend against it .I never saw com defending against weapons that are on the ground(not A boulder you hit and bounce).As for picking it .I think that coms pick only items with state: 1004/2004 and I know they usually ignore any weapon that doesnt have id: id: 100~199/213.
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(09-15-2009, 07:14 AM)Magnamancy Wrote: Since 1. has been answered a few times, I'll address 2.
You want stage traps the AI will fall for?
so what you'd need is something that the Ai won't give any attention
too.
(This is just theory, so I don't know how well or if it will work...)
Try placing a com, using a lying frame, plus a grabbing itr.
The idea is naturally, fallen people are ignored, then the grabbing stuff
happens, triggering the trap.
I wonder if this'll work... good luck
edit: 234 ^^
lying peoples aren't ignored by the AI, the coms actually move away from them...
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(09-15-2009, 10:18 AM)TheNave Wrote: lying peoples aren't ignored by the AI, the coms actually move away from them... How do coms react to state: 15 objects? (ice etc)
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state 15? that's not ice, 15 has no special functions
ice is 13, and the AI attacks everything with state 13, allys and enemys
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09-15-2009, 11:49 AM
(This post was last modified: 09-15-2009, 12:07 PM by HappyHouR.)
(09-15-2009, 11:41 AM)TheNave Wrote: state 15? that's not ice, 15 has no special functions
ice is 13, and the AI attacks everything with state 13, allys and enemys
I know he meant this:
Code: From freeze ice column
<frame> 0 column
<frame> 200 ice
pic: 8 state: 15 wait: 2 next: 201 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 18 y: 45 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 10 y: 9 w: 55 h: 68
bdy_end:
<frame_end>
<frame> 201 ice
pic: 9 state: 13 wait: 90 next: 202 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 20 y: 55 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 14 x: 8 y: 6 w: 67 h: 73 vrest: 1
itr_end:
bdy:
kind: 0 x: 8 y: 6 w: 67 h: 73
bdy_end:
<frame_end>
<frame> 202 ice
pic: 8 state: 15 wait: 1 next: 182 dvx: -4 dvy: -3 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 18 y: 44 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 8 y: 6 w: 67 h: 73
bdy_end:
<frame_end>
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