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[solved] Ammo System and Swapping Positions
#1
No, I'm not asking for the data, I'm asking on a method I can try, I'll figure the rest myself.

Anyway, I'm thinking of an ammo system for guns, completely separate from the character's mana or health. It's meant for a full mod.

I have seen the LF2 Gun mod (downloadable from this website), which modifies all characters to be able to fire a gun with D+A. The guns in the mod make use of the weapon's health. Each time a shot is fired, its health is reduced until it reaches 0. Now that's neat, but there are some other problems:

I'd like my weapon to be reloadable once; after I empty one clip, I can reload, but if the gun's clip is empty again, it will become like a normal weapon that I can swing around and hit people with. I'd also like to avoid making copies of the same few frames over 20 times for one gun, as well as avoid making multiple copies of the same weapon - if it is unavoidable, then I'd like the number of copies to be kept at a minimum. Please note that I'd like the guns to be able to drop out of the sky. If possible, I'd like to keep the weapon's durability and the ammo to be separate parts as well.


[The following part below is solved, but not the above part]
The other thing I'm thinking of is a scope (this is not a weapon, this is a character's move), so you can actually see further than you really are. I'm thinking of making two characters - the sniper, and his scoped self.

When you use the scope move, you will transform into the scope form and be moved a certain amount of distance away, leaving a character standing at where you originally are. Should the character be hit or should you press a certain button, you will revert back to your normal form and be back at your original position. I'm thinking this can be done using purely dyx and some clever ball work.

There are some problems however. One worry is that if you scope too far and can't go beyond a certain point (such as a boundary), when you unscope, you'll not be at your original position, but a distance away from where you are supposed to be. I had also considered teleporting to allies, but if I had teammates, then it wouldn't work.

So I am wondering if there is a way to swap the locations of 2 allied characters, but works only for two specific characters. I'm not worried if having a pair of the same 2 characters will cause a bug, since I'll only allow one of each around.
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~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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#2
STM1993 Wrote:So I am wondering if there is a way to swap the locations of 2 allied characters, but works only for two specific characters. I'm not worried if having a pair of the same 2 characters will cause a bug, since I'll only allow one of each around.


http://www.lf-empire.de/forum/showthread...810&page=1
Simonone Wrote:Maybe before you teleport try to opoint a t0, and when teleportation is over you could come back with itrk:8.
Easy as that. Only the 'com' logo's bothering me nowz.

But both for you and your ally. I Think the scope move you suggested will work the same way .
I feel like you already know that.

(11-19-2009, 04:04 PM)STM1993 Wrote:  Alright, thanks, I'll check that out for the swapping. And nah, I didn't realize that thread was talking about the same thing.

As for the ammo system... well...?

originally it was meant to teleport you back to where you were but it can be used for swaping characters.
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#3
Quote:There are some problems however. One worry is that if you scope too far and can't go beyond a certain point (such as a boundary), when you unscope, you'll not be at your original position, but a distance away from where you are supposed to be. I had also considered teleporting to allies, but if I had teammates, then it wouldn't work.
You can create the ball which represent your char and constantly opoint out a type: 0 whith special body to trick the computer (Jedi AI trick) and also use as a homing device to teleport yourself (now a scope) back via itr/kind: 8.

Quote:So I am wondering if there is a way to swap the locations of 2 allied characters, but works only for two specific characters. I'm not worried if having a pair of the same 2 characters will cause a bug, since I'll only allow one of each around.
Once character A go to the switching move frame, make him opoint out a ball which react to char B special bdy via itr/kind: 8 and teleport to char B. Once the ball is there, it will create a type: 0 bdy to bring char A to a certain frame where he have another special bdy to bring char B to his location (itr/kind: 8 ), and then teleport to the ball (itr/kind: 8 and the type: 0 that have been opoint earlier).
Note: You might want to stun/caught char B when doing this to prevent him from moving away.

And I don't have much experience with weapon so...

EDIT: man, I waste my time writing such a long post to be ninja'ed.
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#4
(11-19-2009, 03:55 PM)HappyHouR Wrote:  *snip*
Alright, thanks, I'll check that out for the swapping. And nah, I didn't realize that thread was talking about the same thing.

As for the ammo system... well...?
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~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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#5
For the ammo system, you should try contacting yinyin ( though he's rarely active now ) he had made that mod, killer lf2, where you used handguns which had like 5 shots and after the ammos were empty you had to input a specific move to reload and the ammos were not taken from the hp or mana bar. It was really neat
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#6
(11-19-2009, 05:47 PM)MaGmaRinE Wrote:  For the ammo system, you should try contacting yinyin ( though he's rarely active now ) he had made that mod, killer lf2, where you used handguns which had like 5 shots and after the ammos were empty you had to input a specific move to reload and the ammos were not taken from the hp or mana bar. It was really neat

false. yinyin used hex to deactivate the mp-regeneration and used the mp as ammo.
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#7
A gun drop out of the sky. You pick it with in frame 115( light pickup)
there you have a weaponact with a number 1xxor 2xx to all weapons its will work like the original weapon but for the gun it will cause to spawn a t3 that stick to you and react via ik8+character bdys.

if you shot a lot of time you cause the ball to lose hp using hit_a and hit_d functions in balls. after the ball hp is gone its goes to frame where its disappear and spawn another t3 that ready to be active(reload) via ik8(you could decide where to use it).

IF the gun is being droped its hit the ball(in spacial height)with state: 3005 ik9 sending the state: 3005 ball ( yes state: 3005) to frame 30 . In that frame the ball has other ik9 that prevent(sending them to frame 20/10 with next: 1000) new balls(with state: 3006 in the first frame which doesn't react the same to ik9) from being spawned once the gun is picked up and its also have ik8 to to reactive it after you picked up the gun.

The only problem I see is the facing of ball.
I think its can be sloved by ik8 dvx: x before shoting the ik8 fix the facing problem with bdy.

frame x next: -y
with a bdy that care that ball facing the same way is you.


The character facing <<<< and ball >>>>> at that side there a bdy that cause the ball to face <<<<



I didn't bother to try that since I hate modifying more then one character.I'm more into moding one character without making drastic change in the other stuff(weapons/characters/balls/and etc).Mostly weird & cool stuff .

Also I'm sorry but I keep forgeting words in sentences. Kinda dumb.

To be honest I did like to make a gun system just like he said but not for a mod .I'm sure I lots of people tried.

By the way Mh thanks for your mainsite
DC Reference .Its really come in handy since I don't rememer all the dc things with the states that well.
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#8
Hmm, about your ammo thing...
(It's been a while since I've DCed anything, so bear with me)

You have a weapon, we'll call it a Shotgun.
On it's own, when picked up and attacked with, you'd melee with it.
It's got a ball, ShotgunEmpty, that's attached to it.

Now, we have the ShotgunAmmo Ball.
When you walk over this ball, it reacts to the ShotgunEmpty, deletes
the ShotgunEmpty ball, and attaches itself to the Shotgun instead.

When you click 'fire' now, the SA ball takes the Shotgun to a firing
frame, and then goes to the next frame in it's sequence. where it'll
stay until fired again, and then it'll move onto the next frame...

Lets say the SA ball has seven 'shots', like the process described
above. After the last shot has been fired, the SA ball would delete
itself and spawn a ShotgunEmpty ball in it's place, wich would become
attached to the Shotgun again.

Provided all this works, then this may work too...

When you walk over another SA ball while you have one already
attached to the Shotgun, it will delete itself and spawn a
ShotgunReload ball and attach that to the Shotgun as well.

Now when the ShotgunReload ball detects a ShotgunEmpty ball
attached to the Shotgun it's attached to, it'll replace the
ShotgunEmpty ball with a ShotgunAmmo ball and delete itself.

... I think this may work. Maybe.


And, can anyone actually follow the above idea?
If so, could it work?

edit: whoops Facepalm I forgot, Ta Nave ;)
My other idea is unfeasable... I'll post here again when I come
up with something else...
Trust you're all well.
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#9
you do know that ik8's only work on chars... so you can't attach a ball to a weapon, nor' you can make a ball bring a weapon to some special frame or the other way round
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#10
(11-20-2009, 01:14 PM)TheNave Wrote:  you do know that ik8's only work on chars... so you can't attach a ball to a weapon, nor' you can make a ball bring a weapon to some special frame or the other way round

I think he meant the weapon opoint a t0 that cause the reaction between the weapon and the ball .
The t0 disappear after being opoint of course.
As for me I'm well aware how ik8 works.

(11-20-2009, 01:45 PM)TheNave Wrote:  well, meh, if ya like to have a Com symbol below that weapon tha whole time he could do that

That shouldn't be a problem since he might delete the com logo in the exe.
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