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Multilock Method
#1
Ok, MH-Razen suggested I post this much simpler multiplayer lock method I thought up on the Advanced DC Section or else it might get lost :D. I can't post anything on the Advanced DC section (I'm locked out) and I think the reason is because the post has to be moved directly by an administrator from the normal Data Changing Section? In any case, if MH-Razen or Blue Phoenix thinks this discovery is worthy, please move it to the Advanced DC :D.

This method might already have been invented by someone else. All I know is that I came up with this idea myself without any help.
This method is much more simpler than the old multiplayer lock method that MH-Razen used for his Kingdom LF2 mod. Maybe he might even reconsider switching from the old method to this new one :D.

Procedure:

1) Summon a ball underground with stage.dat. Summon it as an enemy (using a common type 0 id I think) and give it hp: 0 so that the system won't detect it.

2) Make the ratio of the summoned ball 1.0

3) On the coding put itr/kind8 and bdy on the same location so they would hit each other if there's another copy (because there is more than one character)

4) Connect itr/kind8 with the another frame that repeats itself forever.

5) Tack this coding on an type 0 file (like bandit, hunter, etc.)

6) Win! :D

~Solomon Leung
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#2
And what will the multilock do? *not finding any sense in this*
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#3
It's supposed to lock coop in stage mode. MH used it in K-LF2, and it is used in other stage mods. I won't use it for my works, but some people like to create a one-player mode, I suppose?

I just figured out this method after staring at the cpoint solution MH used for about 10 seconds and still couldn't understand a single part of it. :D

~Solomon Leung
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#4
thats maybe cause it's combined with the lock for other players then the 10 heros :p - that's the probem why it's not that eays to change it.

anyways, moved to advanced

now for the system: I thought you forgot how the things get deleted, but I was wrong:
1. in case you're alone the thing will simply disappear after a while
2. in case not the itr work and the char moves to a frame where he stays forever... :p
(and there you can also activate a message)

well, did you test it out?
The only thing I'm not 100% sure right now is if the enemy-char is hurtable from the point when he's activated or if he's invincible for a few TU, and for the enemy detect: well, if you activate this stuff on x: 2000 or so it should still work, t0 dont disappear and nobody should react if you play in single player :P
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#5
I tested it out on the old Kingdom LF2. It worked perfectly except for one small problem: the message is spawned in-line with the second character's z-axis.

On the repeating frame one needs to add another frame before it with hit_j: 1000.

That's about it :D.

Oh, and one doesn't need to modify every character using this method.

~Solomon Leung
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#6
sorry can u explain again what this is used for, i got the bit about one player mode but didn't understand so can u explain?
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#7
It is to only allow single-player playing. So that you can't play it together with a com/friend, you can only play the stage alone.
Oh, and by the way: This must be a very good tutorial because even me, who doesn't know much about DC sucks at DCing, understood the tutorial.

TITLE: a idea
make cave for bear?
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#8
oh i get it now so it allows you to only play one-on-one that's great i could use that for my mod thanks.
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