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Main - Fraxy - Avoiding 100+ diff. topics asking for help with bosses | New thread | New reply |
Vic Viper |
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Red Goomba Level: 16 Posts: 3/37 EXP: 16729 Next: 3527 Since: 03-16-09 Last post: 5173 days Last view: 5122 days |
Vic Viper I'll just go ahead and post anything I need help with here, instead of making a hundred different topics each time I get stuck. I think this is a better idea, don't you? Anyway, I'm making a final boss of sorts. It's not finished, of course, but it mostly works. What does NOT work is that it's supposed to deploy three different types of enemies at different times. The first wave works as it is supposed to, but the second and third do not launch at all, and stay attatched to the boss. This is very, very irritating. How can I fix this? BOSS FILE: http://acmlm.kafuka.org/uploader/get.php?id=1079 ____________________ "Shoot the Core!" |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 383/459 EXP: 740612 Next: 25591 Since: 10-20-08 From: The Bowels of Hell Last post: 5513 days Last view: 5409 days |
Found the root to your problem.
You put a move frame the rolling core DOES NOT go into. Any frame above the move action's frame count will not count. As your rolling core's move action frame count is 349, and the other events are over frame 349, they fail to play because there is no such thing as frame 350 and etc in the move action. You must have mistaken 'main frame' for 'move frame'. There is no way to associate 'main frame' into an action in one single condition. The only way to walk around that is by using this event. Condition : ALWAYS Event : +1 to variable 1 Don't delete after event trigger And just change "move frame" on the condition of any spawn event into "variable 1 > the frame you want it to end on". ____________________ RAEG |
Oneshiningstar |
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Shyguy Level: 23 Posts: 20/88 EXP: 62087 Next: 5636 Since: 11-04-08 From: Gensokyo Last post: 4961 days Last view: 4976 days |
The problem: the core does not go all the way to 2000 frames with its move act.
The Core loops its move act frames. (eg. frames 1->200 then back to 0) Solution: Fill in a negative no. in 'starts move frame.' EDIT: A joint turn 90 can hook up events up to 2000 frames. ____________________ Current Project: Retrospective Kyoto (Guess what's its concept!) |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 385/459 EXP: 740612 Next: 25591 Since: 10-20-08 From: The Bowels of Hell Last post: 5513 days Last view: 5409 days |
Posted by Oneshiningstar I think Vic Viper wants the core to move while spawning the creations, but that event workthrough also works fairly well. An alternate solution that Vic Viper might still want to keep on his creation is to add a part, ideally a hidden, rotating panel, and hook up any events to it with the technique Oneshiningstar mentioned. ____________________ RAEG |
Main - Fraxy - Avoiding 100+ diff. topics asking for help with bosses | New thread | New reply |
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