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[solved] Move can only be used after the last one finished?
#1
Well I want my character to use this ball. But you can only use it again once the ball has finished. Sorry I'm only a noob
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#2
solution that works if your char is only once on screen:

-let the ball permanently opoint a special invisible ball that teleports to your char via itr kind 8 at y: 1000 and dvx frame x. in this frame x, make a bdy at another y-value, eg 500 and let itself delete after one tu.
-in the first ball making frame, put an itr_kind: 8 at y: 500 (or whatever you took before) with a dvx to the standing frames.

if you use this, you should let the ball cost mp in the second frame, not in the first.

@below: its not similar, its the same, just that yours is more understandable :P
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#3
My solution is similar:

Ball:
Let the ball spawn multiple invisible T0 (type 0-char) every frame of its flying cycle.
The T0 should have a body at y: 9000 and should disappear after 1TU.

Character:
Put an itr/kind 8 in first frame of the ball-opointing move.
The itr/kind 8 should have these attributes:
y: 9999, x: 2000, w: 4000 - it is at the same height as the ball's body and covers the whole area.
ik8's dvx should lead to standing frames.

So the main idea of this ik8 stuff is to let the char detect if there is a ball already on the battleground and act accordingly. The main problem are the T0, cuz' ik8 doesn't affect T3(balls). Although if you use the newest exe, this problem is solved, but yeah.

Right, i hope this is understandable :D

EDIT:
Yeah, I guess you're right...just didn't understand the whole thing with teleporting, so i wrote mine...
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#4
(10-30-2009, 02:43 PM)Divisor Wrote:  Ball:
Let the ball spawn multiple invisible T0 (type 0-char) every frame of its flying cycle.
The T0 should have a body at y: 9000 and should disappear after 1TU.
Thanks I understand most of this but i don't exactly get the point of spawning many characters like this
Also what do i do if the ball has no flying frames
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#5
itr/kind: 8 can react on type: 0 bdy only, that's why.
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#6
why the ball should opoint T0? can't the ball have wide itr/k8 in the ground and react with the char's special body?
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#7
(10-31-2009, 01:15 PM)vandesdelca Wrote:  why the ball should opoint T0? can't the ball have wide itr/k8 in the ground and react with the char's special body?
And then what?
The ball will react with char and go to a special dvx frame where it will do what?
The char must have an itr/kind 8 because the char is the one that needs to be redirected.
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