Canceled Marvel First Alliance 2 - WIP

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Project is halted prior to completion and will not receive further updates.
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fixed brun, and added 2 more sprites to ghost rider uppercut to it look better animated

....
Ironman - Marvel First Alliance 2

Now all roster A to I is updated, who is next ? real life issues, like everyone elase i have one too, a job, kids, and all that stuff.... and i have a very ultra important travel to do which will probably drag all my time, i love this project and for sure i will back to finish it someday, now i have to go, cya guys, im going to Los Santos.
 
That is a great addition!
About the Stealth armor, I think you could add it:

stealth {stealth} {perception}

~This command sets stealth ability to entity
~{stealth} defines how 'invisible' the entity to hostile entities. Default value is 0
~{perception} defines how well entity can see stealth entities. Default value is 0
~For instance, entity with {stealth} 2 is only 'visible' to hostile entities with {perception} 2 or higher
~This command doesn't affect visual at all IOW entity is still visible to players

Since its a STEALTH armor, it would work :)

And about Banner's sliding kick, I think it should knockdown, no?
 
are those still regular bor samples? Thats like the first thing that should be changed when making mod
 
darknior said:
Excellent :D
Maybe Ghost Rider is so strong with his moto ... or not ?
im testing here, and i tink same, will tink about somethings to make him fall of bike...
what i should do,
time or damage?
 
zvitor said:
darknior said:
Excellent :D
Maybe Ghost Rider is so strong with his moto ... or not ?
im testing here, and i tink same, will tink about somethings to make him fall of bike...
what i should do,
time or damage?
Time is a good idea, the bike come and go back after 30s or 1 min ?

But ... i think it is better if he can loose it when an ennemy hit him stronger!
Like we can see in Knight of the Round game, when you loose your horse for exemple.

 
You could maybe spawn/re-spawn with the bike and it drains all your mp while active. 

OR Make it need full mp to summon it again, but instead of consuming all mp at once make it drain over time.
 
i know i should look for a tuto or ask at helper section, but i will ask here first to save some of my few time:
i want to create a boolean like variable, to set one move to be done only one time per life.

1. create and set variable at spawn anim to be used only by this char and set it to false ( or 0)
2. if var == false and life < 50 and 10% random chance, then change char rise anim to a follow anim.
3. set at follow anim previous variable to true (or 1) to not let this move be used again

 
Let me try to help you:

at spawn

@script
clearlocalvar();
void self = getlocalvar("self"); // Get calling entity.
int myVar = getlocalvar("myVar"+self); // Get var
setlocalvar("myVar"+self, 0);
myVar = 0;
@end_script

At the move:

@script
void self = getlocalvar("self");
void Life = getentityproperty(self,"health");
void MaxHealth = getentityproperty(self,"maxhealth");
int chance = rand()%100;
if (chance <0){
chance = -chance
}
if (myVar==0 && Life <= MaxHealth/2 && chance<10){
setlocalvar("myVar"+self, 1);
myVar = 1;
performattack (self, "ANI_FOLLOW1");
}
if(myVar==1){
changeentityproperty(self, "animation", "ANI_RISE");
}
@end_script


I haven't tested it yet, but it should work. It will change to "follow1" animation once it works.
 
valeu cara, poupou meu tempo de "olhar nos DOCS",

a int chance recebe um valor de 0 á 50, é isso?
 
remember to comment those nebulous lines to avoid you forget what the line was doing

i hate when i forgot to comment and years later have to check the same code and lost much time  to remember how things work eheheh
 
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