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[solved] Remote explosives
#1
I have created bombs that will only explode when a specific character activates them with an input. The bombs have itr: kind: 8 on a high y: value and dvx: that leads them to the exploding frame. The character activates them by going to a frame where he has a bdy: on the same y: value.
The only problem is that the bombs appear under the character after activation, before they explode because of the ik8.
Is there a way to make them stay where they are until they explode?
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#2
well, why don't you use a simple normal itr and state 18 with which you hit the bomb on that special bdy and make it explode?
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#3
Make the ball have 2 have an itrkind8, then when the character activates the bomb, make a special itrkind8 which reacts with the ball special body, then when it goes to the itrkind8 dvy: frame, make it so it opoints out the explosion.
[Image: variaboss.png]
SUPER B*NER: :3
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#4
@TheNave; I want other characters to be able to destroy the bombs without setting them of, so it wont work this way.
@Madara Uchiha; So you're saying that the character should opoint 2 balls and when he activates the first one it gets a special body which reacts to the second one's ik8, because this wont work - the second one will appear where the first one was.
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#5
well then
the bomb continually opoints out a t0-obect with a special bdy on y1
the bomb itselfe has an ik8 on y2 with a dvx to the exploding frames
then when the char determines the bomb he also opoints out a t0-object which has an i/k8 on y1, so it reacts with the bomb object => goes to that position where the bomb is, use a dvx to a frame which has a special bdy on y2
then the bomb can react with that new bdy and explode, it will not change the position 'cuz the t0-object has the same coords

y1, y2 = different special y-values

that should work
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#6
how about this i know nave has explaint it but try this
make a special bdy for your bombs
and a special itr for ur character only that he can opointout the itr from a another type 3 objects and put that opoint on the activating frame so that the itr can hit the bombs bdy
bdy:
kind: 0 x: 33 y: 2923932 w: 99999 h: 99999 dvx: 0 dvy: 0 bdy_end:

itr:
kind: 18 x: -898989 y: 2923932 w: 99999 h: 99999 dvx: 0 dvy:0
itr_end:
Naruto: Dawn Of Era...begins a new era [Image: ndoe.png]own....
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#7
that's
1st. just what I said in my first post
2nd. itr/kind:18 does not exist
3rd. enemys should be able to hit the bombs without making them explode

can't you just read that thread first? 'cmon, that are like 5 posts only, is it that hard?
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#8
The bombs are heavy weapons.
In the "in the air" frames, they go to the exploding cycle. You might also want to put a dvx/y/z: 550 in those frames.
They also have very low hp, so they get destroyed with just one or two hits.

If you want to activate the bombs, put a itr/kind: 10 into the "activation" frames of the character.
That itr should match on a special y with an according bdy of the heavy weapon.

So what happens, is that the char "plays" henrys flute. The weapons (=bombs) start to fly. In the flying frames, they activate an explosion and delete themselfes.


There you have it. A method without any crazy itr/kind: 8 and bdy and whatnot techniques.
Only disadvantage is, that you can't really have any broken frames, unless you are really clever :P
EDIT: Well... Actually there are two disadvantages. The second one is, that you can pick the bombs up...
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#9
x90z75ek@ No, i said give the grenade a body, and give the thing that activates the grenade the special itrkind8.
[Image: variaboss.png]
SUPER B*NER: :3
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#10
@Madara Uchiha:
-itr/kind: 8 won't react with type: 3
-Lauli and Nave already save the day.
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