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New Guide to itr: Kind: 8
#11
>Every time Marshall threads, epicness follows
haha... sometimes only, but yesterday the constellations were all in alignment

>but I hadn't got my head totally around the concept of Itr: Kind 8
please let me know which part you do not get. If you read my tutorial and you don't get it, I consider it to be failure on my behalf
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#12
>>but I hadn't got my head totally around the concept of Itr: Kind 8
please let me know which part you do not get. If you read my tutorial and you don't get it, I consider it to be failure on my behalf

may that be a grammar fail. he meant, he was messing around with wpoints but didn't realise what it together with ik8 could do.

or i just fail at understanding him D:

either way, i assure that the tutorial is understandable, assuming one has basic knowledge of ik8 (in other words, location detection)
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#13
Oh no, I meant that previously I had trouble coming to terms with the
nature of Itr: Kind 8, but this tutorial has helped a lot. ^^

Sorry for the miss communication. ^^;

Forgetlatios is right too, I have been playing around with w-points, but I
hadn't realized previously how applicable they were. :D
Trust you're all well.
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#14
Doesn't work for me.

Code:
<frame> 80 hide_one_limit
   pic: 99  state: 3005  wait: 0  next: 81  dvx: 0 dvy: 0  dvz: 0  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 47
<frame_end>

<frame> 81 hide_one_limit
   pic: 99  state: 3005  wait: 0  next: 82  dvx: 0 dvy: 0  dvz: 0  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 47
   opoint:
      kind: 2  x: -42  y: 40  action: 1220  dvx: 0  dvy: 0  oid: 344  facing: 0
   opoint_end:
   wpoint:
      kind: 1 x: -42 y: 40 weaponact: 290 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
   wpoint_end:
<frame_end>

<frame> 82 hide_one_limit
   pic: 99  state: 3005  wait: 2  next: 83  dvx: 0 dvy: 0  dvz: 550  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1 x: -42 y: 40 weaponact: 290 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
   wpoint_end:
<frame_end>

<frame> 83 hide_one_limit
   pic: 99  state: 3005  wait: 1  next: 1000  dvx: 0 dvy: 0  dvz: 0  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1 x: -42 y: 40 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
   wpoint_end:
<frame_end>

[Image: almost.gif]

Short explanation of what's going on in the .gif:
The character summons a ball which will be active on the field for a short period of time. The character will not be able to spawn a second ball during that time, and must wait until the first has disappeared before he'll be allowed to spawn a new ball.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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#15
That code is for your type.3 object? Where's the opoint and wpoint?
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the other by xFire
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#16
i think action: 1220 doesn't work... it has to be a next.

    DC-Code:
<frame> 80 hide_one_limit
   pic: 99  state: 3005  wait: 0  next: 81  dvx: 0 dvy: 0  dvz: 0  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 47
<frame_end>
 
<frame> 81 hide_one_limit
   pic: 99  state: 3005  wait: 0  next: 82  dvx: 0 dvy: 0  dvz: 0  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 47
   opoint:
      kind: 2  x: -42  y: 40  action: 1220  dvx: 0  dvy: 0  oid: 344  facing: 0
   opoint_end:
   wpoint:
      kind: 1 x: -42 y: 40 weaponact: 290 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
   wpoint_end:
<frame_end>
 
<frame> 82 hide_one_limit
   pic: 99  state: 3005  wait: 2  next: 83  dvx: 0 dvy: 0  dvz: 550  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1 x: -42 y: 40 weaponact: 290 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
   wpoint_end:
<frame_end>
 
<frame> 83 hide_one_limit
   pic: 99  state: 3005  wait: 1  next: 1000  dvx: 0 dvy: 0  dvz: 0  centerx: 0  centery: 40  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1 x: -42 y: 40 weaponact: 1000 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
   wpoint_end:
<frame_end>


code=dc works better...
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News of the day 19th Sep 10: Someone's back on track
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#17
@Jossua
Sorry, using mobile browser so I didn't see the code properly. If you don't have any reasons in particular, try action 1200. You control the disappearance of type 0 by wpoint with wait.

@Az
Action works.

I'll upload my dat files soon for reference
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#18
I don't know where i have to enter that code, I think in a type 3, and I am trying to join this two codes:
- The temporary Trasformation: http://www.lf-empire.de/en/lf2-empire/da...sformation
- The code from this page.
I want to do a character with a temporary transformation but when I do it, a com appears and I want to put the invisibility of rudolf like in this post but I can't. :s
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#19
example for those who wants a reference is now added in the first post. hope this will help everyone.
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the other by xFire
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#20
Pretty cool! I'm kinda surprised that action: 1200 works in wpoint.

lol, I was able to achieve the same effect fairly well in another method, but from the looks of it, this way is much more beautiful! Very nice!

Silverthorn edited this post 06-29-2010 09:03 AM because:
WTF, YOU LIVE?!
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