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Keep item in stage
#1
Hey, I had this idea for a cool concept and this requires an item(sword) to always be present. This will be in stage mode (probably makes things easier).

I've been brain storming for theories on how to accomplish this and I can't think of any.

At first I thought about doing something like, after you pick this item up you cant throw it away, but then I figured it would require editing all the characters and I really want to avoid doing this.

The next idea was, if the item is thrown out of the screen another one falls out from the sky (I don't know if this is possible, if it is it could be a good solution). Then I'd just make the weapon unbreakable and problem would be solved.

So does anyone have any ideas to help me accomplish this (study example = great, because I can't really DC :p). Thank you.

~Silva
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10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


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#2
question to this: is it possible via hex to create an object everytime a stage / atch is started (maybe lock battle and tournament). If you can manage this I can make the rest.

If you can't manage this I can think of a way where you need to activate a sword-keeper which is activated in every standing-frame of every char (and gets deleted if multiple-appearence with otr/kind 8). He checks if the sword is there and if not he let one appear...

the sword check itsself runs with objects the weapon spawns each TU - as long as the objects come the keeper1 stay alive, as soon as they're not there keeper1 "die" simply with next-value (not prevented from die with a itrkind8) and go to another frame which tells the keeper2 that there's no sword anymore - and he activate a new.

@pros: maybe you get the theory and can help quicker then me
@newbs: this is a rough theory, don't start asking newbish stuff please...

stage: mean ino stage mode? makes stuff easier, no need to activate the keeper2 via chars, you can do it via stage.dat

and for weap itsself: shouldn't fall from sky via id: 100-199
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#3
Can't do the hex thing. Here is a full explanation of what I want to do(maybe something here makes it easier).

After Julian dies he transforms(using the move after death method), into a stronger version of julian. This version of julian has super armor and can only be hit by this sword(which is why it is important to always have the sword, because if its gone you have no chance of winning :p). I basically wanted to create this as a demo to show off custom armor :D.

So I think when julian dies, you can use this to create an object. I think I should of written this from the begging... Sorry :(

PS: If this requires to much work then it isn't very important :D.
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


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#4
nope, this thing is easier then the version before:

with after-death you activate the new version of julian (must be there before if you want more then 500 hp, or you opoint him and the sword just makes less damage...) and you need to activate the sword-keeper.

Sword-Keeper will start at part 1 and will go to part 2 since it realise no sword, and activate one and go back to 1 with next. The sword activate type0-bdys on and on which tells an itrk8 in part 1 there's a sword. THat's all.

Sounds a lot easier and a lot easier to code... could maybe do it tomorrow if nobody is faster :p
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Don't dream your life, live your dream!
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#5
silva, do you mean out of the screen or out of the map?

1) if you mean,out of the map, you have to hex-edit state 9999 or 9998

2) if you mean, out of the screen, i would use an opoint (just an invisible ball) while throwing (frame 40 in eyery weapon) which flys to the end of the screen and summons an invisible simultant-char which picks the weapon with a kind:2 wpoint and flys up to sky and let the weapon fall
down. would be sensefull to make the weapon indestructable (weapon drop hurt= 0)
now, this is a method for all the weaps, the kind:2-wpoint catches every (light) weapon!
hope it wasn't too hard to understand.

here are some pics:

1)[Image: pic67cu2.png]
2)[Image: pic68vr2.png]
3)[Image: pic69pr5.png]
4)[Image: pic70dg5.png]
5)[Image: pic71su6.png]


plz don't forget to add zwidth: 500 to the wpoints of the simultant!
The simultant dissapears if he gets no weapon...
Now you just need to make it!^^ (with every weapon, but there are less weapons then chars XD)

___________________________________________________________________________________
EDIT:
another method would be:

the ball summons a invisible wall with this itr-coordinates:
x: 50 y: 1000 zwidth: 500 ((effect: 40 or effect: 4)) and dvx: 9 dvy: -18
without a bdefend or a fall or injury!

the itr-frame must be state7,
so you add a frame 111 with state8 and next: 1000 to let the wall dissapear!
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#6
@hypermodder
that won't work coz the person won't pick up the weapon (he has to press A and who knows how long the AI will take to press A (I know it will pick up weapons, but if there's a ball flying towards it it'll press D))

the wall method won't look nice =\ (the weapon stops mid air), and won't work fully (if u go to edge of map and do it the thingy won't deflect it back)



Azriel~
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#7
erm silva is the weapon light or heavy? which type? I sonehow expect 1, but just for secure...

oh and why do you guys think of catching weaps. Make the wall an type0 object and let the weapon have an itr/kind 8 and gp tp a frame where it rebound to middle :p

But you should use zero-placer for the weapon :p

And how about growing phases - could be a problem...
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#8
Yes it is type 1. I don't really understand how the zero placer works sadly. Anyway I'm trying to work on one problem at a time :D.
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


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#9
Just an idea to make the weapon un-throwable, but other weapons still can be thrown.

The weapon has cpoint that leads the char back to frame 0 (or whatsoever).
A lil bit like in killer-lf2 only that the shooting frames are standing frames.
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#10
@Azzi:
the simultant picks up the weapon automatic, it's acting like a ball, no place for CPU-control!
Btw, the ball dissapears while summoning the simultant, i guess you didn't got what i mean :(
this method isn' t that bad, because you can't see the ball and the simultant! Plz check out the pics i made for this method!
I'll try to make a study-example!
________________________________________________________________________________________________

Another method would be an itr/kind15 to blow the weapon back!
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