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HM's Samus-dash-system (metroid prime hunters tech made for LF2)
#1
! 
Who don't know the metroid-prime-hunter-games from nintedo?
WHo don't knows samus- the heroine of the game---and her morph ball?
:D
The thingy is following:
she can morph into a rolling ball

->lf2: rowing

then she can activate a lill' boost

->see below!

and finally she can drop exploding mini-bombs

->see below


I made this for LF2:

(i guess thats advanced stuff!)

Code:
<frame> 100 rowing
   pic: 66  state: 6  wait: 2  next: 101  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 70  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260
  sound: data\017.wav
   wpoint:
      kind: 1  x: 36  y: 42  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 101 rowing
   pic: 65  state: 6  wait: 6  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 70  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 28  y: 69  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 102 rowing
   pic: 58  state: 6  wait: 2  next: 103  dvx: 9  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 172  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: -10
   wpoint:
      kind: 1  x: 40  y: 76  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: 2  fall: 25  bdefend: 30  injury: 35  
      effect: 4  
   itr_end:
opoint:
      kind: 1  x: 14  y: 79  action: 50  dvx: 0  dvy: 0  oid: 211  facing: 1
   opoint_end:
<frame_end>

<frame> 103 rowing
   pic: 59  state: 6  wait: 2  next: 104  dvx: 9  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 172  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: -10
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: 2  fall: 25  bdefend: 30  injury: 35  
      effect: 4  
   itr_end:
opoint:
      kind: 1  x: 14  y: 79  action: 50  dvx: 0  dvy: 0  oid: 211  facing: 1
   opoint_end:
<frame_end>

<frame> 104 rowing
   pic: 49  state: 6  wait: 2  next: 102  dvx: 9  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 172  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: -10  
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: 2  fall: 25  bdefend: 30  injury: 35  
      effect: 4  
   itr_end:
opoint:
      kind: 1  x: 14  y: 79  action: 50  dvx: 0  dvy: 0  oid: 211  facing: 1
   opoint_end:
<frame_end>

<frame> 105 rowing
   pic: 58  state: 6  wait: 2  next: 219  dvx: 9  dvy: 0  dvz: 0  centerx: 39  centery: 79 hit_a: 70  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 44  y: 74  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 7  x: 36  y: 54  w: 13  h: 25  vrest: 1  
   itr_end:
<frame_end>

<frame> 106 rowing
   pic: 59  state: 6  wait: 2  next: 219  dvx: 9  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 70  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 42  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 7  x: 36  y: 54  w: 13  h: 25  vrest: 1  
   itr_end:
<frame_end>

<frame> 107 rowing
   pic: 49  state: 6  wait: 2  next: 219  dvx: 9  dvy: 0  dvz: 0  centerx: 39  centery: 79 hit_a: 70  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 32  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   itr:
      kind: 7  x: 36  y: 54  w: 13  h: 25  vrest: 1  
   itr_end:
<frame_end>

<frame> 108 rowing
   pic: 117  state: 6  wait: 3  next: 109  dvx: 0  dvy: 0  dvz: 0  centerx: 45  centery: 62 hit_a: 70  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260
  sound: data\017.wav
   wpoint:
      kind: 1  x: 37  y: 34  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 109 rowing
   pic: 118  state: 6  wait: 6  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79 hit_a: 0 hit_d: 0  hit_j: 0 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 25  y: 42  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

That are the rowing-frames from a char i'm making
Now the boost-frames:

Code:
<frame> 173 rowing_boost
   pic: 19  state: 6  wait: 2  next: 174  dvx: 13  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 156  hit_d: 0  hit_j: 103 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 174 rowing_boost
   pic: 29  state: 6  wait: 2  next: 175  dvx: 7  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 157  hit_d: 0  hit_j: 104 hit_Fa: 235 hit_Da: 260    
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 175 rowing_boost
   pic: 18  state: 6  wait: 2  next: 176  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 155  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260 mp: 100
   wpoint:
      kind: 1  x: 40  y: 76  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 176 rowing_boost
   pic: 19  state: 6  wait: 2  next: 177  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 156  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 177 rowing_boost
   pic: 29  state: 6  wait: 2  next: 105  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 157  hit_d: 0  hit_j: 180 hit_Fa: 235 hit_Da: 260    
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

And now the bomb-frames:

Code:
<frame> 155 rowing_bomb
   pic: 18  state: 6  wait: 2  next: 165  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 155  hit_d: 0  hit_j: 102 hit_Fa: 235 hit_Da: 260 mp: -100
   wpoint:
      kind: 1  x: 40  y: 76  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 156 rowing_bomb
   pic: 19  state: 6  wait: 2  next: 166  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 156  hit_d: 0  hit_j: 103 hit_Fa: 235 hit_Da: 260 mp: -100
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 157 rowing_bomb
   pic: 29  state: 6  wait: 2  next: 167  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 157  hit_d: 0  hit_j: 104 hit_Fa: 235 hit_Da: 260 mp: -100    
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 165 rowing_bomb
   pic: 18  state: 6  wait: 2  next: 172  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 155  hit_d: 0  hit_j: 102 hit_Fa: 235 hit_Da: 260
   wpoint:
      kind: 1  x: 40  y: 76  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
opoint:
      kind: 1  x: 39 y: 79  action: 0  dvx: 0  dvy: 0  oid: 230  facing: 1
   opoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 166 rowing_bomb
   pic: 19  state: 6  wait: 2  next: 173  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 156  hit_d: 0  hit_j: 103 hit_Fa: 235 hit_Da: 260  
   wpoint:
      kind: 1  x: 42  y: 79  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
opoint:
      kind: 1  x: 39  y: 79  action: 0  dvx: 0  dvy: 0  oid: 230  facing: 1
   opoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>

<frame> 167 rowing_bomb
   pic: 29  state: 6  wait: 2  next: 174  dvx: 10  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 157  hit_d: 0  hit_j: 104 hit_Fa: 235 hit_Da: 260  
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
opoint:
      kind: 1  x: 39  y: 79  action: 0  dvx: 0  dvy: 0  oid: 230  facing: 1
   opoint_end:
  itr:
      kind: 0  x: 8  y: 47  w: 43  h: 17  dvx: -2 dvy: 12 fall: 70  bdefend: 100  injury: 75  
      effect: 4  
   itr_end:
<frame_end>


Now yo need to make a file with id: 230

i made it like this:

Code:
<bmp_begin>
file(0-11): sprite\sys\nexus_dashbomb.bmp  w: 80  h: 80  row: 1  col: 4
file(4-9): sprite\sys\rudolf_smoke.bmp  w: 79  h: 79  row: 6  col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>


<frame> 0 ground_fire
   pic: 0 state: 3000  wait: 10  next: 1 dvx: 0  dvy: 0  centerx: 16  centery: 46  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 15  w: 36  h: 32  dvx: -1  dvy: -6  fall: 70  vrest: 20  bdefend: 3  injury: 20  
      effect: 20  
   itr_end:
<frame_end>

<frame> 1 ground_fire
   pic: 1 state: 3000  wait: 10  next: 2 dvx: 0  dvy: 0  centerx: 16  centery: 46  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 15  w: 36  h: 32  dvx: -1  dvy: -6  fall: 70  vrest: 20  bdefend: 3  injury: 20  
      effect: 20  
   itr_end:
<frame_end>

<frame> 3 ground_fire
   pic: 2  state: 3000  wait: 10  next: 4 dvx: 0  dvy: 0  centerx: 16  centery: 46  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 15  w: 36  h: 32  dvx: -1  dvy: -6  fall: 70  vrest: 20  bdefend: 3  injury: 20  
      effect: 20  
   itr_end:
<frame_end>

<frame> 4 ground_fire
   pic: 3  state: 3000  wait: 10  next: 10 dvx: 0  dvy: 0  centerx: 16  centery: 46  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 15  w: 36  h: 32  dvx: -1  dvy: -6  fall: 70  vrest: 20  bdefend: 3  injury: 20  
      effect: 20  
   itr_end:
<frame_end>

<frame> 10 ground_fire
   pic: 4  state: 3003  wait: 5  next: 11  dvx: 0  dvy: 0  centerx: 16  centery: 47  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 11 ground_fire
   pic: 5  state: 3003  wait: 5  next: 12  dvx: 0  dvy: 0  centerx: 16  centery: 47  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 19  y: 18  w: 127  h: 131  dvx: -12  dvy: -18  fall: 70  vrest: 300  bdefend: 16  injury: 125  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 12 ground_fire
   pic: 6  state: 3003  wait: 5  next: 13  dvx: 0  dvy: 0  centerx: 16  centery: 47  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 19  y: 18  w: 127  h: 131  dvx: -12  dvy: -18  fall: 70  vrest: 300  bdefend: 16  injury: 125  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 13 ground_fire
   pic: 7  state: 3003  wait: 5  next: 14  dvx: 0  dvy: 0  centerx: 16  centery: 47  hit_a: 0  hit_d: 0  hit_j: 0
    itr:
      kind: 0  x: 19  y: 18  w: 127  h: 131  dvx: -12  dvy: -18  fall: 70  vrest: 300  bdefend: 16  injury: 125  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 14 ground_fire
   pic: 8 state: 3003  wait: 5  next: 15  dvx: 0  dvy: 0  centerx: 16  centery: 47  hit_a: 0  hit_d: 0  hit_j: 0
    itr:
      kind: 0  x: 19  y: 18  w: 127  h: 131  dvx: -12  dvy: -18  fall: 70  vrest: 300  bdefend: 16  injury: 125  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 15 ground_fire
   pic: 9  state: 3003  wait: 5  next: 1000  dvx: 0  dvy: 0  centerx: 16  centery: 47  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 19  y: 18  w: 127  h: 131  dvx: -12  dvy: -18  fall: 70  vrest: 300  bdefend: 16  injury: 125  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

But theres 1 misstake in: the bomb don't works, it dissaperars and stays on ground as a shadow....

plz help!
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Thanks given by:
#2
Hypermodder Wrote:(i guess thats advanced stuff!)
I guess it's not really :P

The weapon ball-thingy that should go to the ground should actually be a weapon. Then you can use the on-ground frames as ground-hitting frames...

(BTW: Why do you call - nearly - all stuff you make "Hypermodders *name*-system, and not shorten the title a bit :P ?)
Reply
Thanks given by: Hukko
#3
I Wrote:(i guess thats advanced stuff!)
Lauli Wrote:I guess it's not really :P

It is! Twisted

Lauli Wrote:The weapon ball-thingy that should go to the ground should actually be a weapon. Then you can use the on-ground frames as ground-hitting frames...

Thx you veery much! ;)

Lauli Wrote:(BTW: Why do you call - nearly - all stuff you make "Hypermodders *name*-system, and not shorten the title a bit :P ?)

sry, will do next time!^^
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#4
Hypermodder Wrote:
I Wrote:(i guess thats advanced stuff!)
Lauli Wrote:I guess it's not really :P
It is! Twisted
Don't really want to interfere in your nice conversation again, but as far as I know, usually a staff member decided whether something is advanced DC or not. As soon as the problem is solved, it'll be moved to tutorials anyway, I guess.


Lauli Wrote:The weapon ball-thingy that should go to the ground should actually be a weapon. Then you can use the on-ground frames as ground-hitting frames...
...if you want to make something bouncy. If you don't care about a bouncy movement, I'd take a type-3-object, optimization-wise. Type: 3 would make it also easier to create a hovering movement, if you prefer that.

Regardless of which method you choose, I have an idea for the explosion-stuff. You should make a two-way-explosion. If nobody touches the bomb, it'll blow up after... let's say 2 seconds. If somebody touches it, however, it'll blow up immediately.
Silverthorn / Blue Phoenix
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#5
Thx for the helpful review! I'll do what you said!

Isn't a rowing-based move-system great? so many ways to add 1000 moves to a char----
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#6
1000 attacks... in 399 Frames? Err better not :P
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active again.
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#7
every frame can use 7 attacks, 10 if you include hit_a, hit_d and hit_j....
...but you have to be careful with hit_a, hit_d and hit_j!
there are over 20 main functions -frame 235
20*7= 140--- for example....
now -398 maybe 40 functions, if you use 3-frame-moves
40*7= 280----
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