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[solved] Teleport problem
#11
and why is tha cpoint at y: 1000, too?
also zwidth: 500 is enough
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#12
Try dvx: 999. I think dvx: 0 with ik8 is the same as writing in the next: 0 which mean it doesn't change the frame. frame 0 = 999 always I guess.

I used dvx: 999 in ik8 teleport and it worked. I did prefer dvx: 120 cause you wanna grab your enemy do you?

Btw you gonna use cpoints in the standing frames?

If you do ,you should know that cpoints without holding a t0 act like next: 999.
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#13
The cpoint thing is working dont worry about that, it's the tele thats the problem. I will try your solutions see what happens.
Well maybe I explained it badly, since i see lot of questions about the grab thing. So deep sends out a ball. That ball teleports to an enemy with state 400. It flies a bit and if it hits, it will grab the enemy. Now I want the enemy to tele back to deep. Deep doesent grab the enemy, he just apears before deep. I would use state 401, but it is teles to closest friend which usually isn't deep. Hope, this can be more clearly understood.
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#14
(10-24-2009, 11:11 AM)3rdEnemy Wrote:  The cpoint thing is working dont worry about that, it's the tele thats the problem. I will try your solutions see what happens.
Well maybe I explained it badly, since i see lot of questions about the grab thing. So deep sends out a ball. That ball teleports to an enemy with state 400. It flies a bit and if it hits, it will grab the enemy. Now I want the enemy to tele back to deep. Deep doesent grab the enemy, he just apears before deep. I would use state 401, but it is teles to closest friend which usually isn't deep. Hope, this can be more clearly understood.
I thought you used cpoints with a t0 in the walking frames.I didn't knew you meant to use it in a t3.


The first part is easy like you said(t3 with state: 400+ ik3). The second part of the teleport need ik8 that react to deep special y bdy and goes to the frame you want.bdy y: 5000 ik8 y: 5000. As you know ik8 pinpoint on the t0 bdy center x.

In the ik8 Dvx: x

frame x = the frame you want the ball to go to.

You could also avoid using ik8 at all. Just use dvx after the back teleport (401)and stop the ball with dvx: 550.
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#15
Argh this isn't working i just give the entire code...
ik8 is just out of my league...
Ball:
    DC-Code:
<frame> 0 flying
   pic: 8  state: 3005  wait: 3  next: 1  dvx: 0  dvy: 0  centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 1 flying
   pic: 8  state: 400  wait: 1  next: 2  dvx: 0  dvy: 0  centerx: 35  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 2 flying
   pic: 2  state: 3000  wait: 1  next: 3  dvx: 10  dvy: 0  centerx: 36  centery: 82  hit_a: 40  hit_d: 40  hit_j: 0
   itr:
      kind: 3  x: 22  y: 7  w: 55  h: 40  vrest: 7  
      catchingact: 7 7  caughtact: 132 132  
   itr_end:
   bdy:
      kind: 0  x: 22  y: 7  w: 55  h: 27
   bdy_end:
<frame_end>
 
<frame> 3 flying
   pic: 3  state: 3000  wait: 1  next: 4  dvx: 10  dvy: 0  centerx: 37  centery: 82  hit_a: 40  hit_d: 40  hit_j: 0
   itr:
      kind: 3  x: 22  y: 7  w: 55  h: 40  vrest: 7  
      catchingact: 7 7  caughtact: 132 132  
   itr_end:
   bdy:
      kind: 0  x: 22  y: 7  w: 55  h: 27
   bdy_end:
<frame_end>
 
<frame> 4 flying
   pic: 2  state: 3000  wait: 1  next: 5  dvx: 10  dvy: 0  centerx: 40  centery: 82  hit_a: 40  hit_d: 40  hit_j: 0
   itr:
      kind: 3  x: 22  y: 7  w: 55  h: 40  vrest: 7  
      catchingact: 7 7  caughtact: 132 132  
   itr_end:
   bdy:
      kind: 0  x: 22  y: 7  w: 55  h: 27
   bdy_end:
<frame_end>
 
<frame> 5 flying
   pic: 1  state: 3000  wait: 1  next: 2  dvx: 10  dvy: 0  centerx: 40  centery: 82  hit_a: 40  hit_d: 40  hit_j: 0
   itr:
      kind: 3  x: 22  y: 7  w: 55  h: 40  vrest: 7  
      catchingact: 7 7  caughtact: 132 132  
   itr_end:
   bdy:
      kind: 0  x: 22  y: 7  w: 55  h: 27
   bdy_end:
<frame_end>
 
<frame> 6 flying
   pic: 2  state: 9  wait: 0  next: 9  dvx: 0  dvy: 0  centerx: 36  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 1  x: 35  y: 1000
      vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451  decrease: 0
   cpoint_end:
<frame_end>
 
<frame> 7 flying
   pic: 2  state: 9  wait: 1  next: 8  dvx: 0  dvy: 0  centerx: 36  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 1  x: 35  y: 1000
      vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451  decrease: 0
   cpoint_end:
<frame_end>
 
<frame> 8 flying
   pic: 2  state: 3  wait: 1  next: 9  dvx: 0  dvy: 0  centerx: 36  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 1  x: 35  y: 1000
      vaction: 131  throwvz: -842150451  hurtable: 0 throwinjury: -842150451  decrease: 0
   cpoint_end:
   itr:
      kind: 8  x: -100000050  y: 1000  w: 200000000  h: 200  zwidth: 1000  dvx: 9  injury: 0 
   itr_end:
<frame_end>
 
<frame> 9 flying
   pic: 2  state: 9  wait: 1  next: 43  dvx: 0  dvy: 0  centerx: 36  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 1  x: 145  y: 100
      vaction: 212 throwvx: 1 throwvy: 10  hurtable: 0 throwinjury: 0  decrease: 0
   cpoint_end:
<frame_end>
 
<frame> 43 disappearing
   pic: 8  state: 9  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 28  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

Deep:
    DC-Code:
<frame> 335 blastS
   pic: 219  state: 3  wait: 1  next: 336  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 150
   wpoint:
      kind: 1  x: 34  y: 52  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 32  y: 9  w: 30  h: 72
   bdy_end:
   bdy:
      kind: 0  x: 18  y: 39  w: 38  h: 12
   bdy_end:
<frame_end>
 
<frame> 336 blastS
   pic: 220  state: 3  wait: 1  next: 337  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\043.wav 
   wpoint:
      kind: 1  x: 34  y: 52  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 32  y: 11  w: 31  h: 70
   bdy_end:
   bdy:
      kind: 0  x: 21  y: 21  w: 44  h: 15
   bdy_end:
<frame_end>
 
<frame> 337 blastS
   pic: 221  state: 3  wait: 1  next: 338  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\043.wav 
   wpoint:
      kind: 1  x: 34  y: 52  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   opoint:
      kind: 1  x: 92  y: 45  action: 346  dvx: 0  dvy: 0  oid: 1  facing: 0
   opoint_end:
   bdy:
      kind: 0  x: 5  y: 15  w: 32  h: 66
   bdy_end:
<frame_end>
 
<frame> 338 blastS
   pic: 222  state: 3  wait: 1  next: 339  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\043.wav 
   opoint:
      kind: 1  x: 92  y: 45  action: 0  dvx: 0  dvy: 0  oid: 235  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 34  y: 52  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 10  y: 15  w: 32  h: 65
   bdy_end:
<frame_end>
 
<frame> 339 blastS
   pic: 212  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 14  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\043.wav 
   wpoint:
      kind: 1  x: 22  y: 52  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 12  y: 17  w: 38  h: 63
   bdy_end:
<frame_end>
 
<frame> 346 blastS
   pic: 999  state: 3005  wait: 30  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 10  y: 1000  w: 20  h: 200
   bdy_end:
<frame_end>
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#16
(10-24-2009, 04:43 PM)3rdEnemy Wrote:  Argh this isn't working i just give the entire code...
ik8 is just out of my league...
Ball:

Nope your wrong. They just don't overlap that all. Noting to do with skill/experience level.



Increase the bdy h: value or decrease the ik8 y and make the h: value high so they will overlap .


Code:
bdy:
      kind: 0  x: 10  y: 15000  w: 20  h: 2500  
bdy_end:
Code:
itr:
      kind: 8 x: -9999 y: 14500  w: 99999 h: 2500  zwidth: 500 dvx: 9
itr_end:
It should overlap .
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#17
This idea seems to be doomed. The ik8 works only if there is no c_point. And if i turn the c_point off the opponent accually teles but only along x axis.
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#18
(10-24-2009, 05:19 PM)3rdEnemy Wrote:  This idea seems to be doomed. The ik8 works only if there is no c_point. And if i turn the c_point off the opponent accually teles but only along x axis.

Dude its does work.Just use state: 9 and ik8 dvx: xxx .I just modified my teleportion .The owner teleport the enemy to the his clones without state: 401.

cpoint teleportion need to have state: 9 inorder to work.

An example:
Its works great.

Use the advice Simoneon gave ya.



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