Does Itr kind: 8 detect falling character? I did tried something like that. It didnt work.Am sure i covered the whole area.I think its ignore falling characters ,but am not sure about it.
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[solved] Just a small question
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07-06-2009, 03:56 PM
what do you want with that itr k8? pls explain more detail
07-06-2009, 03:56 PM
DO U WANT AN OPOINT TO APPEAR IN THE ITR/K8 IS??
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Just anwser my question . ok?
Does Itr kind: 8 detect falling character? If it does work i will just fix my code. If it dosnt work i will quit fixing that code.
07-06-2009, 04:05 PM
Yes it does.
It detects all type 0 object regarding of frame state or whatever. It is harder to make it react to falling chars but it is posible.
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. (07-06-2009, 04:05 PM)Someone else Wrote: Yes it does. well i didnt knew that it was that hard. lolz no way it detects t0 in lying frames or does it? Sorry for my English lolz. Edit: What do you Advice in order for ik8 to detect t0 in his falling frames ? Maybe i should make a few frames with that ik8 so it detect the falling t0? Btw: I like ur signature Someone else its kinda funny {^_^}.
07-06-2009, 04:20 PM
(07-06-2009, 04:09 PM)HappyHouR Wrote: well i didnt knew that it was that hard.It does. I have never had problems with it. (07-06-2009, 04:09 PM)HappyHouR Wrote:That is depending on your code. If its a stay shield make it wait 3 secs (90 TU) before disapearing. Best way would be opointing out a type 0 object in all the falling frames. and make it react to it instead of the original char. It should have wait: 1 next: 1000.
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. (07-06-2009, 04:20 PM)Someone else Wrote: Best way would be opointing out a type 0 object in all the falling frames. and make it react to it instead of the original char. You misunderstood me . I Meant my t0 using his ik8 to detect another t0 which is falling .That what i meant by asking that question.
07-06-2009, 04:36 PM
the falling t0 act another t0 every TU, this new T0 has a bdy at the same height with wait 1, if not every TU is possible, then make the wait a bit longer. SO the other t0-char with the ik8 will react on the opointed t0-object as long as the char is falling...
does this help?
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Once I had a fortune, it said: "Leave now. Life is short. Time is luck" Don't dream your life, live your dream! (07-06-2009, 04:36 PM)MH-Razen Wrote: the falling t0 act another t0 every TU, this new T0 has a bdy at the same height with wait 1, if not every TU is possible, then make the wait a bit longer. SO the other t0-char with the ik8 will react on the opointed t0-object as long as the char is falling... nope but thanks. This is part of move where my t0 teleport to the enemy with ik8 & bash him to the ground. I spread the last frame of my attack to 3 parts that each has it ik8 in the air area where the kicked character is falling . I will not modifed other characters just for this move to work. |
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