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[solved] Julian's ball explosion help
#1
Hey. I'm trying to make a ball explode after so many hits like Julian's, but I don't want to c&p since I'll be using different sprites for my ball.

Here's the frames for my ball:
    DC-Code:
<bmp_begin>
file(0-7): sprite\sys\Lori_&_Zim_ball.bmp  w: 320  h: 340  row: 4  col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
 
 
<frame> 0 flying
   pic: 0  state: 3006  wait: 1  next: 1  dvx: 18  dvy: 0  centerx: 160  centery: 170  hit_a: 6  hit_d: 2  hit_j: 0
   itr:
      kind: 0  x: 160  y: 170  w: 140  h: 200  dvx: 40  fall: 70  vrest: 15  bdefend: 60  injury: 100
   itr_end:
   bdy:
      kind: 0  x: 62  y: 67  w: 95  h: 67
   bdy_end:
<frame_end>
 
<frame> 1 flying
   pic: 1  state: 3006  wait: 1  next: 999  dvx: 18  dvy: 0  centerx: 160  centery: 170  hit_a: 6  hit_d: 3  hit_j: 0
   itr:
      kind: 0  x: 160  y: 170  w: 140  h: 200  dvx: 40  fall: 70  vrest: 15  bdefend: 60  injury: 100
   itr_end:
   bdy:
      kind: 0  x: 62  y: 67  w: 95  h: 67
   bdy_end:
<frame_end>
 
<frame> 2 flying
   pic: 0  state: 3000  wait: 1  next: 3  dvx: 18  dvy: 0  centerx: 160  centery: 170  hit_a: 6  hit_d: 2  hit_j: 0
   itr:
      kind: 0  x: 160  y: 170  w: 140  h: 200  dvx: 40  fall: 70  vrest: 15  bdefend: 60  injury: 100
   itr_end:
   bdy:
      kind: 0  x: 62  y: 67  w: 95  h: 67
   bdy_end:
<frame_end>
 
<frame> 3 flying
   pic: 1  state: 3000  wait: 1  next: 2  dvx: 18  dvy: 0  centerx: 160  centery: 170  hit_a: 6  hit_d: 3  hit_j: 0
   itr:
      kind: 0  x: 160  y: 170  w: 140  h: 200  dvx: 40  fall: 70  vrest: 15  bdefend: 60  injury: 100
   itr_end:
   bdy:
      kind: 0  x: 62  y: 67  w: 95  h: 67
   bdy_end:
<frame_end>
 
<frame> 10 hiting
   pic: 5  state: 3001  wait: 1  next: 11  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 11 hiting
   pic: 6  state: 3001  wait: 1  next: 12  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 12 hiting
   pic: 7  state: 3001  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 20 hit
   pic: 5  state: 3002  wait: 1  next: 21  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 21 hit
   pic: 6  state: 3002  wait: 1  next: 22  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 22 hit
   pic: 7  state: 3002  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 30 rebounding
   pic: 5  state: 3003  wait: 1  next: 31  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 31 rebounding
   pic: 6  state: 3003  wait: 1  next: 32  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 32 rebounding
   pic: 7  state: 3003  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 160  centery: 170  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


And is there any way to tell it how many objects/enemies it has to hit before it explodes?
Luke means "Light of the Sacred Flame" in Ancient Ispanian.
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Thanks given by:
#2
No.
When it collides with another state 3006 ball it will blow up and when it collides with state 3005 ball it will be pierced through and will blow up.
However you don't have an explosion.
As you can see in Julian_ball2.dat
for the frame 10 - 20 and 30 for the hitting and rebounding frames it's the first frame for hte explosion and then the next is 111 for the rest of the explosion.

Copy this method or you can use an opoint in frame 11 - 21 and 31 with a next 1000 in those frames.
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Thanks given by: LukefonFabre4




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