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how do you change the hitting frames of a ball
#1
So I used davis' ball as the base to my batarang.
the hitting frames are like 10-13 and 20-23
How does it know what the hitting frames are to activate?

Like when the ball hits it goes to the hitting frames but how does it know it should go there? is it like automatic that frame 10 and 20 are the hitting frames?

I would like to know because since I am having 3 different types of batarangs...
NORMAL, EXPLOSIVE and FREEZING.
I want to be able to put all 3 batarangs inside 1 data file to save OBJECTS spaces in the data.txt file.

Is it possible to have the flying frames of the normal batarang when hit create a batarang weapon and then the exploding batarangs flying frames when hit create an explosion..?

Hope you understand what I mean. :s
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#2
states:
3000 . 3006 . 3005
weak ---------- strong

3000 hits anything -> 10 hitting
3000 hit by 3000, 3005, 3006 -> 20 hit
3000 hit by t0 -> 30 rebound (+change team)

3006 hits 3000 - no change
3006 hits 3005, 3006 -> 10 hitting
3006 hit by 3005, 3006 -> 20 hit

3005 hits 3000, 3006 - no change
3005 hits 3005 -> 10 hitting
3005 hit by 3005, 3006 -> 20 hit

doesn't answer ur question how u'd do it, but answers how u know which frame the ball will go to. in the case of being hit and hitting simultaneously, it depends which order the attacks are processed i think.



Azriel~
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#3
(02-08-2011, 06:27 AM)Azriel Wrote:  states:
3000 . 3006 . 3005
weak ---------- strong

3000 hits anything -> 10 hitting
3000 hit by 3000, 3005, 3006 -> 20 hit
3000 hit by t0 -> 30 rebound (+change team)

3006 hits 3000 - no change
3006 hits 3005, 3006 -> 10 hitting
3006 hit by 3005, 3006 -> 20 hit

3005 hits 3000, 3006 - no change
3005 hits 3005 -> 10 hitting
3005 hit by 3005, 3006 -> 20 hit

doesn't answer ur question how u'd do it, but answers how u know which frame the ball will go to. in the case of being hit and hitting simultaneously, it depends which order the attacks are processed i think.



Azriel~


ecxept tht you can use state 3002(I use it so much,I have make with that 5 or 6 things at only one dat file),just put an itr at these frames.but i am not sure if it works at explosion.So is better to see states of julian_ball2,there are ball and col.
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#4
Thanks for the info Azriel :D

So... is there a way to have 3 batarangs (all look hte exact same and have teh same flying data) have different hitting frames depending which move was executed all in 1 data file?

aka 3 balls and 3 hitting sequences for each ball in 1 data file.

Cause I'd prefer to save 2 extra spaces (aka 1 data instead of 3)
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#5
(02-08-2011, 06:43 PM)bashscrazy Wrote:  Thanks for the info Azriel :D

So... is there a way to have 3 batarangs (all look hte exact same and have teh same flying data) have different hitting frames depending which move was executed all in 1 data file?

aka 3 balls and 3 hitting sequences for each ball in 1 data file.

Cause I'd prefer to save 2 extra spaces (aka 1 data instead of 3)

It IS possible without HEX. (Dunno whether there is may an easier solution with HEX, though).
However, as there is no (real) limit to ID usage, i would STRONGLY suggest just using 3 files.

DCing way:
Create a single batarang. Upon hitting, it will go to hit frames etcetc.
In all those frames, it will summon a T0 body on y-value "A" ("A" may be a random number like... 2300000).
If the character throws a batarang, he will summon the batarang T3 and another T3 (which can be stored in the same file as the batarang) which acts as an "charge". It will stay completely invisible and scan the field for a T0-body on y-heigth "A".

Upon the batarang hitting something, the batarang will spawn the body and the second T3 will find it and cause explosion/boom/whatever/effect/you/could/possible/like/to/implement at the batarangs location.

I call this (for the sake of noone having named it yet) the "charge" method, as the batarang itself doesn't do anything at all, besides triggering a specific "charge" upon hitting. The charge however is determined by the character move (the second T3 summoned is the charge).
An similar example should be found in my character Nohan. His shadow blast uses the same principe:
He launches a shadow, which will explode on contact with any object.
Additionally, you can charge the move, creating a number of (like above mentioned) charges, which will react with the shadow uponit's explosion and will spawn Shadows (minions of Nohan, weak attackers).
The move works with any number of charge, even zero or 9001 (though creating 9001 Shadows would probably crash LF2).
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Greetz,
Alblaka
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