06-30-2009, 09:48 AM (This post was last modified: 06-30-2009, 09:50 AM by Som1Lse.)
I once did this.
I think I opointed out a ball that reacted as if it were Johns shield and disapeared after three TU's. Then the original shield wich opointed out the fake damager used a hit_a: and a hit_d: to disapear.
But beware that this makes the character very overpowered.
Imagine two shield like this.
> C <
> and < is shields and C is the character. When he touch one shield he will continuesly keep bumping into the other shield and that will do alot of damage.
Hope you understand.
Edit: And welcome to LFE.
5 posts to go.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one. volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous. Make C++ operator > again
Trump is an idiot.
then get a clean version of the john_ball.dat, copy the hit frames to somewhere else and renumber them.
in the original hit frames, make it go back to the shield frames (and possibly change pic numbers). then, make the hit_d: in the shield frames go to the renumbered hit frames.
totaly agreeing to azriel
btw:
this method was my first thought
i always do that if i want things not to disappear (Yes i got secret projects [fun projects or just lil moddings] on my desktop that noone knows o_O )
06-30-2009, 12:36 PM (This post was last modified: 06-30-2009, 12:37 PM by Tsukasa.)
No luck with that either.. or I did it wrong >.<
I tried something though.. it works.. with little.. err.. flaws?
1> I copied all the shield frames (renumbered them of course)
2> Changed their kind to 0
3> pic: 999
4> Increased itr area
5> Added a frame which would opoint it [next frame to the original frame]
Problems..
1> Character gets hit a lot if they hit the shield from it's back
2> Sometimes (not every single time), when the char hits the shield while running.. the shield disappears [probably increasing the width would fix this..]
I don't know what is wrong in your code but I do exactly what Azriel has suggested and I found no bug (if you don't count can't rebound your own ball is a bug).
And for the more-hit-than-usual bug, change the vrest to higher value.