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Oneshiningstar
Posted on 07-24-09 11:51 AM Link | Quote | ID: 111073


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Posted by Areo
So having left when events were just being added, I'm having trouble with the simplest things. I want to loop a weapon. The weapon is on act 1. The condition is when the attack frame = 1. The action says "Change attack frame: Self, Value: 0, Set: =". Shouldn't that just send it back to frame one immediately? Or does the weapon not actually fire on frame one? Either way it doesn't work.

Most weapons don't fire at frame 1. E.G. Missiles first fire at frame 10.
Tell me what weapon you're using and I can tell you the firing frame.

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Areo
Posted on 07-24-09 12:07 PM (rev. 3 of 07-24-09 12:22 PM) Link | Quote | ID: 111074


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Small bullet. Someone should really make a list of them, if there isn't one already.

EDIT: It appears to be frame 6. Works like a charm now.

NightKev
Posted on 07-24-09 12:23 PM Link | Quote | ID: 111075


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Ta-da! ...Well, sort of. There aren't too many documented yet but maybe I'll work on adding some tomorrow.

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Areo
Posted on 07-24-09 12:25 PM Link | Quote | ID: 111076


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That was a disturbingly quick response........stalker.

I kid.

For my next trick, a MOTH that turns into....a moth. THEY'LL NEVER SEE IT COMING.

NightKev
Posted on 07-24-09 12:30 PM (rev. 2 of 07-24-09 12:31 PM) Link | Quote | ID: 111077


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Heh, it helps to be in IRC where you can see post reports (or just browsing the board at the right time).

Anyway, the editor has a "Frame Increment" feature, which is very useful (and would've helped you ), type a number in the input field above the "frame" button (which itself is near the bottom of the Tool window), then click it and poof! you've advanced X frames (where X = number you put in the input field).

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Oneshiningstar
Posted on 07-24-09 12:31 PM Link | Quote | ID: 111078


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Posted by Areo
That was a disturbingly quick response........stalker.

I kid.

For my next trick, a MOTH that turns into....a moth. THEY'LL NEVER SEE IT COMING.

Save that for Radoth. Make Radoth's chassis completely of search lights and effectors.
Oh, and don't name that next MOTH Telluroth. That's CX-14 in my series.

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Areo
Posted on 07-24-09 12:31 PM (rev. 3 of 07-24-09 12:35 PM) Link | Quote | ID: 111079


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That's how I ended up finding it. I was busy not thinking to think of it though.

EDIT: Not nearly evil looking enough for the final baddy. One of the Lieutenants could pull it though. It's not Telluroth.

Zeether
Posted on 07-25-09 03:32 AM Link | Quote | ID: 111127

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I have a question...how would I go about fixing the screen like in this video:

http://www.youtube.com/watch?v=ID6_9N5vErg

I like having the 360 degree area view, don't get me wrong, but a vertical fix like this looks cool.

Perfect Infinity
Posted on 07-25-09 04:03 AM Link | Quote | ID: 111131


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Make a try file.

Areo
Posted on 07-25-09 05:18 AM (rev. 2 of 07-25-09 05:19 AM) Link | Quote | ID: 111135


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So some parts of my boss that work perfectly fine in the editor don't work in the actual game. Eg: My boss does *something* when a part is at 10% life, then restores that part's life to 100%. Both of which work just fine in the editor. However, in game, the part still returns to 100% life, but the *something* doesn't happen.

And by "At 10% life" I mean "less than" if we're talking event-speak.

Perfect Infinity
Posted on 07-25-09 06:07 AM Link | Quote | ID: 111136


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What *something*? Your going to need to be more specific otherwise I can't help you.

Bukkarooo
Posted on 07-25-09 06:57 AM Link | Quote | ID: 111139


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Posted by Zeether
I have a question...how would I go about fixing the screen like in this video:

http://www.youtube.com/watch?v=ID6_9N5vErg

I like having the 360 degree area view, don't get me wrong, but a vertical fix like this looks cool.


that's easy. there's a much easier way to do it than making a try file like PI suggested.

Open up config.exe and click the Free Play tab. Then, check the box at the bottom that says "Area fixed mode". And you're set. If you want it to auto-scroll, you can adjust that with the "Scroll Speed" bar, which is also in the Free Play tab of config.exe

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Oneshiningstar
Posted on 07-25-09 08:00 AM Link | Quote | ID: 111144


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Posted by Areo
So some parts of my boss that work perfectly fine in the editor don't work in the actual game. Eg: My boss does *something* when a part is at 10% life, then restores that part's life to 100%. Both of which work just fine in the editor. However, in game, the part still returns to 100% life, but the *something* doesn't happen.

And by "At 10% life" I mean "less than" if we're talking event-speak.

Try two different sets of events:
SET A:
Life<10%, restore part to 100% hp
Life<10%, Play part
(2 separate events)

SET B:
Life<10%, restore part to 100% hp and Play part
(1 event)

If both of these don't work, that's the game's problem.


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Areo
Posted on 07-25-09 08:42 AM (rev. 2 of 07-25-09 08:48 AM) Link | Quote | ID: 111145


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Neither of those work. And its something simple. Some parts turn on, mostly blades and other weapons.

EDIT: And as another question, how does one do random attack patterns? I've seen people have bosses with 6 or 7 unique attacks, of vastly varying lengths, which are all performed at random.

Oneshiningstar
Posted on 07-25-09 01:56 PM Link | Quote | ID: 111152


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Posted by Areo

EDIT: And as another question, how does one do random attack patterns? I've seen people have bosses with 6 or 7 unique attacks, of vastly varying lengths, which are all performed at random.


Remember variables? Here, variables are being used as a timer.
The main event is "Always add 1 to variable 1" or "If Variable 2=1, add 1 to variable 1". Don't delete both events after execution.

There is one more event at the end of the timer part to either (a) loop or (b) stop the timer. "If variable 1 =(attack length), sub variable 1 to 0 (loop) or "set variable 2 to 0 (stop timer)

I will make tutorials to show the above. You can also see this behaviour in Telluroth (when I release it).



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Perfect Infinity
Posted on 07-29-09 10:47 PM (rev. 2 of 07-29-09 10:47 PM) Link | Quote | ID: 111629


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Posted by Bukkarooo
Posted by Zeether
I have a question...how would I go about fixing the screen like in this video:

http://www.youtube.com/watch?v=ID6_9N5vErg

I like having the 360 degree area view, don't get me wrong, but a vertical fix like this looks cool.


that's easy. there's a much easier way to do it than making a try file like PI suggested.

Open up config.exe and click the Free Play tab. Then, check the box at the bottom that says "Area fixed mode". And you're set. If you want it to auto-scroll, you can adjust that with the "Scroll Speed" bar, which is also in the Free Play tab of config.exe


I think they were doing that. -read bolded-

NightKev
Posted on 07-29-09 11:45 PM Link | Quote | ID: 111632


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Posted by Zeether
I have a question...how would I go about fixing the screen like in this video:

http://www.youtube.com/watch?v=ID6_9N5vErg

I like having the 360 degree area view, don't get me wrong, but a vertical fix like this looks cool.
To expand on the "Make a Try" suggestion, use the "PLAYERANGLE" command in conjunction with the "AREAFIXED" command and set "PLAYERANGLE" to 0 to make the playership always face up.
Example code:
"AREAFIXED",1
"PLAYERANGLE",0,1


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cowthing
Posted on 08-03-09 02:13 PM Link | Quote | ID: 111884

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How would I go about timing something? I'm fairly new to Fraxy and I read through the Wiki, but simple things like what acts and frames are or how they work was never explained, unless I missed it.

Well, I have a boss with 8 arms and armor around the core. So far I've been able to make it so once all 8 arms are destroyed the core will explode, I achieved this by having the cores durability drained by the arms being destroyed. I was also able to give a nice thunder effect every time an arm is destroyed.

Now, what I'm having trouble with is how would I make it so once all the arms are destroyed it stops moving and plays an effect, and once that effect is done the core will explode? I thought I could set the core to have 1 durability more than all 8 arms together, so when it's durability == 1 something would happen and it wouldn't get destroyed until I want it to, it's just I don't know where to go from there.

Firefox11
Posted on 08-03-09 05:21 PM Link | Quote | ID: 111894


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Probably your best bet is to, instead of drain HP everytime an arm is destroyed, change this "hurting" event with variables. I guess this event goes like this, more or less:
Hurt Core when Arm is destroyed Event
Conditions:
Destroyed

Output:
Change durability
[Main Core]
25000
- (Substract)


Now, change the output to
Output:
Variable 1
[Main Core]
1
+ (Add)

to each arm. This way, everytime an arm is destroyed the Variable 1 of the Main Core will go up by one. Now create another Event on the Main Core:
Destruction Event
Conditions:
Variable 1 = 8

Output:
Stop Movement [Self]
Play Movement [Effector]

This will make the core stop and play the Effector. Now, to make the boss explode after the event, you can either set another Event on the Core Effector that will destroy the core after it has played the Move Action, or put another part with enough frames (a Panel Rolling on Act 7 and up works better since it has infinite move frames) and set up an event that destroys the whole boss after reaching a certain frame (this would require to add Play Movement [Panel Rolling] on the Destruction Event).

Your option of giving it a bit more of HP can work too, but keep in mind that depending on the boss movement and player weapon, the Main Core could get hurt by splash damage, rendering the Event useless.

Hope I was clear enough =o!

cowthing
Posted on 08-03-09 05:35 PM (rev. 2 of 08-03-09 06:37 PM) Link | Quote | ID: 111898

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Actually I had no function for subtracting durability, by default when a part is destroyed it subtracts that amount from the parent, so I just had each arm have the durability of 1400, and the main core 11200 (1400 * 8).

But thank you, I'll try this now.

EDIT:

Thank you very much! It works perfectly!
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