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different carried weapons cause different attacks at hit_Fa move
#1
Ok as some of you might know, I'm making a SSB LF2 mod. Currently I am coding Kirby's copy ability. So far I've got up to the bit where Kirby has the hat(it's a weapon) and wants to use the hat's special move. My problem is that I don't want to give the weapon a special move the normal way (the one on LFE's tutorials) because there are some moves that take alot more time than other, for example, Mario's fireball is very quick, but Falcon Punch takes at least 2 seconds. And since the tutorial on LFE is just holding the weapon at a specific frame, it won't really help :/

So what Nave and I thought was that we could have the weapon catch the character and bring him to a specific frame. But that doesn't work (weapon is on the same team as character). So I thought that I could make the weapon summon a ball that has state: 18 to catch Kirby. But Kirby is STILL left uncaught :(

So can anyone help me please?

Here's all of related the data if you want it:

Kirby's dat:

<frame> 267 power
pic: 0 state: 10 wait: 1 next: 267 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 999 hit_j: 0
bdy:
kind: 0 x: 0 y: 900 w: 79 h: 700
bdy_end:
wpoint:
kind: 1 x: 33 y: 61 weaponact: 100 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>

<frame> 268 Fireball
pic: 10 state: 10 wait: 2 next: 0 dvx: 2 dvy: 0 dvz: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 2 x: 39 y: 46 w: 36 h: 25 vrest: 1
itr_end:
bdy:
kind: 0 x: 28 y: 12 w: 33 h: 70
bdy_end:
cpoint:
kind: 2 x: 39 y: 79
cpoint_end:
<frame_end>

<frame> 269 Fireball
pic: 28 state: 10 wait: 1 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data/mario_sounds/fireball.wav
opoint:
kind: 1 x: 56 y: 70 action: 0 dvx: 0 dvy: 0 oid: 205 facing: 0
opoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
cpoint:
kind: 2 x: 39 y: 79
cpoint_end:
<frame_end>

<frame> 270 Fireball
pic: 29 state: 10 wait: 4 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
cpoint:
kind: 2 x: 39 y: 79
cpoint_end:
<frame_end>

Mario Hat's dat:

<frame> 100 dummy
pic: 0 state: 9 wait: 1 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 29 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 2 x: 23 y: 24 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 1 x: 56 y: 70 action: 100 dvx: 0 dvy: 0 oid: 203 facing: 0
opoint_end:
<frame_end>

The ball that is supposedly going to catch Kirby's dat:

<frame> 100 Mario
pic: 999 state: 18 wait: 1 next: 100 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 29 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 2 x: 23 y: 24 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 3 x: 0 y: 1000 w: 79 h: 500
catchingact: 100 100 caughtact: 268 268
itr_end:

<frame_end>

<frame> 101 Mario
pic: 999 state: 9 wait: 1 next: 102 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 29 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 2 x: 23 y: 24 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
cpoint:
kind: 1 x: 39 y: 79
vaction: 268 throwvz: -842150451 hurtable: 1 throwinjury: -842150451
cpoint_end:
<frame_end>

<frame> 102 Mario
pic: 999 state: 9 wait: 1 next: 103 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 29 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 2 x: 23 y: 24 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
cpoint:
kind: 1 x: 39 y: 79
vaction: 269 throwvz: -842150451 hurtable: 1 throwinjury: -842150451
cpoint_end:
<frame_end>

<frame> 103 Mario
pic: 999 state: 9 wait: 0 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 24 centery: 29 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 2 x: 23 y: 24 weaponact: 0 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
cpoint:
kind: 1 x: 39 y: 79
vaction: 270 throwvz: -842150451 hurtable: 1 throwinjury: -842150451
cpoint_end:
<frame_end>
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#2
Screw that cpoint, use itr/kind: 8
A invisible bdy is created that has a bdy on a special area, kirby (I guess) has a itr/kind: 8 in those frames where he should react to the character.

The more attacks you make, the more y-area-levels you need.
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#3
No what I meant was I already had the hat on Kirby. Last time I checked itr/kind: 8 doesn't react to weapons.
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#4
(09-19-2008, 10:23 PM)Zazz1 Wrote:  No what I meant was I already had the hat on Kirby. Last time I checked itr/kind: 8 doesn't react to weapons.

it react on type 0 bdys only, where you put the itr/kind 8 into is unimportant, does that help?
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#5
I still dont get it. How would that help what I'm trying to do :\


Argh screw it, I'll just do it the easy way until I get up to a character who's special takes longer than everyone elses'
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#6
(09-19-2008, 06:38 AM)Zazz1 Wrote:  So what Nave and I thought was that we could have the weapon catch the character and bring him to a specific frame. But that doesn't work (weapon is on the same team as character). So I thought that I could make the weapon summon a ball that has state: 18 to catch Kirby. But Kirby is STILL left uncaught Sad1


ok, weapons lie on floor at the beginning and dont have any team right? so it would be easy if your weapon activate a type 0 object which catch the char, but the images are still the images of a weapon. But so the handling of cpoint is easier...

But if you want a really easy solution: put a itr/kind 8 at y: 1000 in every frame where you allow the char to go to this specific frames (use editors like edit pad pro to do this quickly, just replace with itr: blablabla itr_end: and you're done) and the dvx in this itr leads to the specific frame. So all what now needs to be done: the weapon creates a type 0 object with a bdy @ y: 1000, and so if the char goes over the weapon he go to the frame noted in dvx.

WHat I dont know now is if you want the weapon to be deleted or what...
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#7
The problem is that Kirby summons the weapon, the weapon doesn't fall on the ground.
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#8
Use state:18 in a ball with i:k:8.
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#9
(09-29-2008, 08:44 PM)Zazz1 Wrote:  The problem is that Kirby summons the weapon, the weapon doesn't fall on the ground.

wait, kirby opoint out the weapon? so it's kinda special weapon like freeze sword? and after you summoned the sword you want the char do to this and that? why don't you use simply next?

If this don't work then use weaponact 100 and code a new frame 100 in the weapon.dat where opoints are used, you opoint out a hidden char which catch the char and bring it to the frame you want ...
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#10
Next? How?

But the summoning a character idea sounds good, I'll use it when I have to code a special move that takes longer than 1 second.
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