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[solved] Disappearing ball in a certain frame
#1
Came back with 2 DC questions.
now i'm trying to code something a bit difficult, i want to code a ball that will chase the enemy and keep opointing flame until it dissappear.

So the problem is:
-how to make a ball that will chase opponent infinitely?
-and how to delete the ball and its opointed flame when i stop the move?
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#2
first a question beforehand.. why makin it infinitely?
isn't that a bit OP?

i am not sure about the infinitely stuff.. so i will better shut up about this..
but you can use the state 9998 for deleting objects.. or next: 1000
look here
hope it helps somehow
[sig placeholder until my new sig is finished]
should totally allow people to be all trolley on their birthday :D
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#3
Have all of its frames have hit_Fa: 12/3/2/1 and other hit_Fa for chasing I don't remember. yea its op as long is it hit that is.

No timer hit_a: 0 hit_d: 0 or simply delete it.

Which ball? The opointing ball? Or the ball that being opoint by a ball?

If you want the character to make the ball stop use ik8 in the ball that react to the character bdy. .I know its will cause the ball pinpoint on the t0 but make it go to frame without no shadow(3005) and no pic: 999 so you want see that happen. You know this don't you?

Sorry if I'm not clear.
t0: bdy:
x: x y w z values that overlap
bdy_end:
itr:
kind: 8 values x y w z values that overlap dvx: x
itr_end:

frame x next: 1000
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Thanks given by: vandesdelca
#4
hm.. got an idea about the infinite stuff.. you could make an dennis like chase ball.. means hit_fa: 2
and then make a next: "beginning frame of the ball" at the last frame.. so it will continue over and over until it hits something..
dunno if that works.. cause i am just a dc noob.. ^^
[sig placeholder until my new sig is finished]
should totally allow people to be all trolley on their birthday :D
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#5
well... i make it infinitely cus it'll be a move that cost HP each time. and for the reference...maybe that's a different thing.

state 9998 and 1000 is used to delete the ball by itself, but i want the ball deleted when the character stop its move (by pressing Defend). so i guess all i have to do is to make the ball and its flame to go there when the move is stopped... but how?
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#6
1. Make sure you don't have a timer (hit_a: and hit_d), that would cancel the ball.
And use the chasing hit_Fa, like already mentioned.
2. Give the ball's frames and flame's frames an itr/kind 8 that has y: somewhere high and dvx leading to the deletion frame (where you use next: 1000), then put a bdy with y: at the same height and x area so wide that it covers the whole map at char's stopping-move frames.
The ik8 in the ball and flames will react to char's body and delete itself.

EDIT:
Damn, ninja'd full time x_x
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Thanks given by: vandesdelca
#7
phew that's going over my head..
you could spawn an itr everytime the char defends.. the ball has to spawn an body.. which only this itr can reach.. so nothing else gets affected
(in short a ball with a special body) then.. you delete the ball..

edit: got even more ninja'd >.<
[sig placeholder until my new sig is finished]
should totally allow people to be all trolley on their birthday :D
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Thanks given by: vandesdelca
#8
(11-29-2009, 03:05 PM)Phil Wrote:  phew that's going over my head..
you could spawn an itr everytime the char defends.. the ball has to spawn an body.. which only this itr can reach.. so nothing else gets affected
(in short a ball with a special body) then.. you delete the ball..

edit: got even more ninja'd >.<

What phil(is right) said but with ik9 and ball with a bdy for same area as the itr.

30 (rebounding) next: 1000.

IK9 good for sending all the balls to frame 30 beside state: 3006 balls as we know.
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#9
ahhh. got it, thanks
LFE really is a DC question killing machine :P
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#10
i am happy that i was of some use ^^
ofc.. LFE will take over the world.. and thats just the beginning :p
[sig placeholder until my new sig is finished]
should totally allow people to be all trolley on their birthday :D
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