...I was in the middle of correcting Evil Lucky's animation last night. The basketball that was circling around Evil Ken's head had a CLSN set by accident. Each time you hit it, an extra ghost sprite of Evil Lucky showed up and stayed on the screen. You could beat up on it repeatedly like a a punching bag, but no damage would be taken away. And then....I got to wondering.....Following the audience code I posted in the code library, I'm thinking of trying out some counter moves for the audience. Meaning, if the opponent atks one of my spectators, I want to have a penalty set up for him/her. EXAMPLE: Obviously my spectators will have to be spaced out a bit for this to work fairly. If a opponent gets curious and tries to hit one of my guys in the BG, they should have power taken away from their life bar.OR:A new animation of them performing a projectile/hit atk should come into play if the opponent attempts to harm them. If this is the case, some assertspecials in the Audience code will have to be killed off...and I did infact kill off the noautoturn (so the spectator can turn around when I move pass him....or so I thought). Which did nothing. I assume that the idle stance of a spectator would have to have a CLSN set up in the anim, and a poweradd = -1000 in the CNS, right? But, that only penalizes the opponent's specials bar, not the lifebar.I dunno. Sounds like a bunch of owmnfoo0349. I know certain Jojo chars already has something like this, except that they aren't spectators - they move around just like the actual fighter. Guh....I may try this later. Anyone else thinks this is possible?
sure...you want lifeadd=-1000 not poweraddpoweradd is the super bar lifeadd is for the actual health.You can do it with helpers that do some kind of an attack after being hit like a counter (that should make the code easier to find just look for counter attack code and add it to the helper) and then have a variable in the helper that keeps track of the spectator's life check if it's 0 and if so go to death animation.The whole clone thing you talked about is because helpers are like clones of the player that you give different sprites and animations to. When they get hit they have no get hit anims of their own (unless you make one and assign it with hitoverride or something) so they use the player's which creates a clone of the character that goes from get hit state to state 0, the standing anim.I probably got most of that right but if I didn't I am sure [E] or Cyanide or someone will tell me the errors and I thank that person or people in advance.
DemonicDrPhil said, October 02, 2007, 05:34:39 pmYou can do it with helpers that do some kind of an attack after being hit like a counter (that should make the code easier to find just look for counter attack code and add it to the helper) and then have a variable in the helper that keeps track of the spectator's life check if it's 0 and if so go to death animation.The whole clone thing you talked about is because helpers are like clones of the player that you give different sprites and animations to. When they get hit they have no get hit anims of their own (unless you make one and assign it with hitoverride or something) so they use the player's which creates a clone of the character that goes from get hit state to state 0, the standing anim.I guess if I could get that right I should've been able to get my Striker IDs right (icons of strikers) , which I STILL can't at all (the only way I found those to work were to make explods).Ok then, for the "ball on head" helper all I need to do is add a state with the lifeadd = -X to have a penalty set up. That answers the actual "penalty" part of my question. Thanks!Now for the spectator himself getting into the fight..