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Making a Helper or Explod Stick to a Character. (Read 567 times)

Started by Young Shimaiuskoo Doh, November 28, 2007, 07:04:26 pm
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Making a Helper or Explod Stick to a Character.
#1  November 28, 2007, 07:04:26 pm
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I was wondering how Helpers/Explods stick to designated characters.

The character "Jessica Smoke" has an ability where she does an attack and causes a skull to appear above the opponent's head.

How is it done?
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Re: Making a Helper or Explod Stick to a Character.
#2  November 28, 2007, 07:08:14 pm
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For explod [mcode]postype = p2[/mcode]

same with Helpers? I don't know.  :P
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Re: Making a Helper or Explod Stick to a Character.
#3  November 28, 2007, 07:13:15 pm
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Thanks for your reply! :)

When I ckeck the CNS, the "postype = p2" is there, but in the game, when the Explod/Helper appears, it goes to the intended target, but does not stick to him/her.

In other words, it appears, but won't stay with the opponent if he/she is pushed arround while it's on.
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Re: Making a Helper or Explod Stick to a Character.
#4  November 28, 2007, 07:21:24 pm
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If its a helper then it shouldnt be too hard go get that effect the helpers state can have the following:

[State 1000, Pos]
type = posadd
trigger1 = time >= 0
x = p2bodydist x
y = p2bodydist y - whatever ;so it appears above the head

Dunno if this works, but heres an alternative with the explods (im not a coding expert):

[State 1000, Wood 1]
type = Explod
trigger1 = time >= 0
bindtime = -1
anim = whatever
postype = p2
pos = (p2bodydist x) , (p2bodydist y - whatever)
removetime = whatever


Re: Making a Helper or Explod Stick to a Character.
#5  November 28, 2007, 09:04:05 pm
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Thanks!

I'll check it out!
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Re: Making a Helper or Explod Stick to a Character.
#6  November 28, 2007, 09:16:38 pm
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Bindtime = -1 will be stick to p2 at position specified. No need for expressions like p2bodydist if you're using the p2 postype on an explod.

Helper, if you need sticking you will have to use the expressions. Just remember to floor or ciel them to prevent debug spam.


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