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05-28-2009, 09:19 PM
(This post was last modified: 06-13-2009, 07:52 PM by 1477.)
First off, I would like to note the great possibility of this problem being posted before. However, I ran both a mainsite and forum search, and have found nothing regarding to the solution of this problem.
I would like to know how to guarantee the teleportation of a character to behind the object (the person being teleported to), and behind him/her only, without modifying the object of teleportation at all.
Question:
Is it possible to guarantee teleportation to behind the object of teleportation, and behind him/her only?
~Solomon Leung
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05-28-2009, 09:49 PM
(This post was last modified: 05-28-2009, 09:53 PM by JossuaDC.)
Link to a frame with a next: -### and the frame it links to should have a state: 400.
The next: -### makes your character face away from your opponent, which means you'll teleport behind the nearest enemy (teleport = your character appears x pixels (240 iirc) from the opponent, but it's always dependent on the way your character is facing).
E.g.
Index:
Sharp point = the way character is facing; the way the enemy is facing is irrelevant.
Red = enemy.
Green = you.
Situation:
> <
next: -###
< <
state: 400
< <
I can't simplify the explanation any more, so I hope it's clear to you what I'm talking about
PS: I don't think using the next: -### and state: 400 in a single frame will work (you'll teleport in front of the enemy and face away :P), but you can just split it up into two frames with a wait: 0 anyway. Make sure you reverse 1 sprite in your spritesheet, though, 'cause of the effect of next: -### .
PSS: The method I've described is the easy way. You can use a ball that'll hold the enemy on an unique coördinate and give your character an ik:8 with those coördinates to guarantee that you'll teleport behind that specific enemy, but it's pretty unneccessary to code that unless you use a ranged attack to determine what enemy to teleport behind to.
Edit: Goddammit! You made me lose the game D:
RAGE!!!
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05-29-2009, 12:41 AM
(This post was last modified: 05-29-2009, 12:43 AM by 1477.)
Heeeyyy, careful where you throw this phrase around .
JossuaDC Wrote:"I can't simplify the explanation any more, so I hope it's clear to you what I'm talking about"
I did think about this problem before asking about it on the Data Changing Section, and I'm not stupid, you know. Therefore, logically, I already have tried out your "solution" before posting this question.
All other things aside, here's the hole in your (and my previous) "solution":
In your case/scenario, it works perfectly .
1st Case Scenario:
> <
---------- *Teleportation* ---------
< <
However, you didn't think of the alternative scenario (what could happen also).
2nd Case Scenario:
< <
--------- *Teleportation* ---------
> <
*Grrr*.....
Get what I mean?
Therefore, question remains open.
Question:
Is it possible to guarantee teleportation to behind the object of teleportation, and behind him/her only?
~Solomon Leung
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05-29-2009, 07:46 AM
(This post was last modified: 05-29-2009, 08:34 AM by JossuaDC.)
(05-29-2009, 12:41 AM)1477 Wrote: Heeeyyy, careful where you throw this phrase around .
JossuaDC Wrote:"I can't simplify the explanation any more, so I hope it's clear to you what I'm talking about"
I did think about this problem before asking about it on the Data Changing Section, and I'm not stupid, you know. Therefore, logically, I already have tried out your "solution" before posting this question.
All other things aside, here's the hole in your (and my previous) "solution":
In your case/scenario, it works perfectly .
1st Case Scenario:
> <
---------- *Teleportation* ---------
< <
However, you didn't think of the alternative scenario (what could happen also).
2nd Case Scenario:
< <
--------- *Teleportation* ---------
> <
*Grrr*.....
Get what I mean?
Therefore, question remains open.
Question:
Is it possible to guarantee teleportation to behind the object of teleportation, and behind him/her only?
~Solomon Leung ARGH.
Took me 6 minutes before I realised you switched around red and green xD
You're right; I posted too soon.
Opoint a ball that catches the enemy and holds him/her at an unusual coördinate.
ik:8#1 > ik:8#2
ik:8#1 = regular teleport (don't need state: 400 here - just throw in 2 extra frames with dvx: -xx and a dvx: 550 in the second frame).
ik:8#2 = dvx: leads to an extra frame in front of the two dvx: frames that has a next: -## to the two dvx: frames.
Eazy >;}
PS: That phrase was a joke I know you're not a newb to LF2 and would understand it :P
Edit: It's possible to create a real 'behind'-teleportation (dependent on the way the enemy is facing) with cpoint, but someone else will have to explain that method (I don't like cpoints D: Cpoints are evil, I tell you!)
Edit2: I'm pathetic D: Cpoints are taking control of me, aargh! (pun not intended)
Use a state: 400 to teleport to the nearest enemy, then use an ik: 8 to align your centerx: to the enemy's centerx: , then use a frame with a high dvx: -x to create some distance between you and the enemy (to prevent any possible bugs), then use a frame with a dvx: 550 to cease character movement and give the next frame a cpoint (sry i meen ik:3 of courze durp) with different catchingact: frames (the only itr: that can react differently depending on what way the enemy is facing).
Gud enuf?
Edit3: Lulz, I should stop using that many ik:8's xD
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05-30-2009, 03:13 AM
(This post was last modified: 05-30-2009, 05:19 AM by 1477.)
Blaaargh, I can't get it to work. The Itr/Kind3 always pushes the 'caught' character forward. Why is that? How can I fix it without going into cpoint?
*Grr*....Also, the 'caught' character keeps turning around instead of the teleporting character. Rawr, this solution is really buggy.
Geez I'm making so many sound-effects .
Question still open. Less buggy solution needed.
~Solomon Leung
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i haven't actually read anything properly in the topic except the first post (not planning to, i'll only read from this post onwards). And btw, you would need to modify the teleported by one bdy thingy if u want my method to work properly (in theory anyway, I've never DCed properly for 5 months or so).
i would suggest not to use ik3, but for this matter here's a possible solution
A>...........<B
when A teleports, he's next to B on the left, so we have an ik3 here. Thing is, we want this ik3 to be only 1 px wide, coz otherwise both A and B would possibly "move". plus, we want a 1 px bdy in A at its centerx/(centery-1). the ik3 must hit the bdy and go to catchingframe.
in A, I'm not so sure for calibration issues but maybe u can worry about it later - I would make a frame with the cpoint same as its centerx/centery but the y would be centery-1.
in B, the caught point must be at the exact coordinates of the ik3 that caught A for one frame, then in the next frame bring him behind the B object (-x maybe?).
then B releases A (no cpoint in next frame, A "jumps")
Azriel~
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05-30-2009, 05:34 PM
(This post was last modified: 05-31-2009, 09:34 PM by 1477.)
Wait, so you're saying that first, 'A', the 'teleporter', initiates the ik3, and that 'B', the object of the teleportation, is led to a frame with cpoint/k1, or catches 'A', while 'A' is led to a frame with cpoint/k2, or is caught by 'B', the object of the teleportation. 'B' then throws 'A' backwards . Wouldn't this solution contradict the question (“without modifying the object of the teleportation”), then?
EDIT: Arrrgh, whatever .
Just to let readers know, JossuaDC's method/solution (explained best on his second edit) requires a lot of fine-tuning and calibration, otherwise it could either:
1) Turn around the object of teleportation
2) "Push" both persons forward by a certain amount (I think 120 units).
Azriel's method works fine, but requires one to edit both the "teleporter" and the object of teleportation (at least, according to my understanding *see above*), which kind of ruins the question .
*Idea Scrapped*
Topic Half-Solved....let's leave it at that
~Solomon Leung
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i would need this method too
i wan't my character beeing teleported behind the enemy
and in front of him i want an object to be spawned
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06-03-2009, 11:17 AM
(This post was last modified: 06-03-2009, 09:32 PM by JossuaDC.)
(06-02-2009, 09:31 AM)Lf2-hacker Wrote: i would need this method too
i wan't my character beeing teleported behind the enemy
and in front of him i want an object to be spawned Reported your post.
Seriously, what the hell?
I already gave a few possible techniques and Azriel gave it a shot too, so just apply one of them instead of spamming: 'i would need this method too'...
Edit:
(05-30-2009, 05:34 PM)1477 Wrote:
EDIT: Arrrgh, whatever .
Just to let readers know, JossuaDC's method/solution (explained best on his second edit) requires a lot of fine-tuning and calibration, otherwise it could either:
1) Turn around the object of teleportation
2) "Push" both persons forward by a certain amount (I think 120 units).
Azriel's method works fine, but requires one to edit both the "teleporter" and the object of teleportation (at least, according to my understanding *see above*), which kind of ruins the question .
*Idea Scrapped*
Topic Half-Solved....let's leave it at that
~Solomon Leung #1 Is possible, but #2 shouldn't be a problem (due to the ik:8 ).
The only other method I can come up with is too buggy, so we'll have to wait for someone else to come up with a theory.
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