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Old 10-26-2008, 08:34 AM   #1
TyTBone
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Default Zombie question

I think I'm going to try HH, and I have a question: is there anyway to make it so that when a mutant zombie dies, those "sparkles" come out of it, like when you pick up a brain? (Or, alternatively, it blows up?)
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Old 10-26-2008, 08:40 AM   #2
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Default Re: Zombie question

Those only appear if you pick an item up.
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Old 10-26-2008, 08:40 AM   #3
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Default Re: Zombie question

You can have it carrying an item that has the effect of "explode" (something like that, you get to pick the color, like what machete grass does), and is triggered all the time. It's not going to be sparkly colors though!
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Old 10-26-2008, 11:33 AM   #4
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Default Re: Zombie question

Thanks.

A different question: what special could I use to allow bad guys to walk on lava without being harmed, but not Bouapha?
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Old 10-26-2008, 11:35 AM   #5
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Default Re: Zombie question

Make it so it's not lava so everyone can walk on it. Then make a special so Bouapha gets hurt when he steps on tile lava. (Be sure to set all of the lava tiles!)
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Old 10-26-2008, 01:16 PM   #6
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Default Re: Zombie question

Quote:
Originally Posted by Redbone View Post
Make it so it's not lava so everyone can walk on it. Then make a special so Bouapha gets hurt when he steps on tile lava. (Be sure to set all of the lava tiles!)
Is there anyway to make a certain percentage go down as long as Bouapha stays on the tile, rather than a specific amount? Also, when I did it, Bouapha couldn't die from being on the tiles too long, even when I set the lose of life to 0.
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Old 10-26-2008, 04:47 PM   #7
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Default Re: Zombie question

You're probably using Set Life instead of Change Life. Use Change life and do -1.
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Old 10-26-2008, 07:42 PM   #8
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Default Re: Zombie question

What do you mean by health going down a percentage? Do you mean, for instance, if Bouapha sits on the lava, he'll lose 50% of his current life (or some other value %).
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Old 10-27-2008, 03:39 PM   #9
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Default Re: Zombie question

That would be instant kill if it does that every time, because it will check every frame.
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Old 10-27-2008, 07:00 PM   #10
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Default Re: Zombie question

Actually, he would never die, since eventually he would have only 1 life point and losing 1/2 of his life would be losing nothing. However, it would be easy for a monster to kill him.
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Old 10-27-2008, 07:06 PM   #11
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Default Re: Zombie question

Set Life doesn't work, you all should use Change Life, like I said.
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Old 10-28-2008, 06:48 AM   #12
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Default Re: Zombie question

If you change the player's life in the 'steps on lava tiles' special, Bouapha won't be harmed if he just stands still (because he isn't doing any stepping). You can avoid this by controlling the damage with two variables, one that acts as a counter and one that shows he's on the lava tiles, which you switch on and off with two 'steps on tiles' specials.

If you use V0 as your counter (increase it by V0+1 whenever it equals 1 or more) and V1 as your trigger (which is set to 1 whenever Bouapha steps on any of your lava tiles), the damage special will look like this:-
when V1 = 1 and V0 = 2 exactly, change the player's life by -15 [if you want a close approximation to lava], play the sound 'ouch' and set V0 to 1.
Then you need to make sure that whenever Bouapha steps off of the fake lava and onto the tiles surrounding it that V1 and V0 are both set to 0.
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Old 10-28-2008, 07:18 AM   #13
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Default Re: Zombie question

Could you also set the lava tile to animate to itself, and then use a 'step on tile'?
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Old 10-28-2008, 09:31 AM   #14
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Default Re: Zombie question

If you have two identical tiles, and have one set to lava, and always animate to itself, and have another, using Step On Tile, that animates to the lava one.
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