NED
Well-known member
I'm in the early time of coding a referee for some stages.
Basically this is what he will do :
Walk around mostly following player.
When he's on good distance (not too close) he will do one of the moves I given to him:
-Look around
-making some arm movement.
I would him hittable by both Players and Enemies.
With a limited life.
But he have to be invicible to grab moves.
Any idea how to do it?
NPC, enemy???
This is the header and his 2 "attacks"
EDIT------------------------------------------------------
with this settings it seems better, but as an enemy, other enemies don't attack him. And It will force player to beat him to finish the level...
Basically this is what he will do :
Walk around mostly following player.
When he's on good distance (not too close) he will do one of the moves I given to him:
-Look around
-making some arm movement.
I would him hittable by both Players and Enemies.
With a limited life.
But he have to be invicible to grab moves.
Any idea how to do it?
NPC, enemy???
This is the header and his 2 "attacks"
Code:
name referee
health 120#200####150#50
speed 9#7#8#12
type enemy#npc#enemy
subtype notgrab#chase
shadow 0
gfxshadow 1
nolife 0#1
#jumpheight 5#4.5#5.8
#jumpspeed 13#20#30
#jumpmove 0 3#use for Z jump
#atchain 1
makeinv 1
#running 17 3.7 1.8 1 1
#grabdistance 42
jugglepoints 10#8
falldie 1
bflash bflash
#throw 6 3
#holdblock 1
palette data/chars/ref/idle01.GIF
alternatepal data/chars/mex/idlem1.GIF
alternatepal data/chars/mex/idlem2.GIF
alternatepal data/chars/mex/idlem3.GIF
alternatepal data/chars/mex/idlem4.GIF
alternatepal data/chars/mex/idlem5.GIF
alternatepal data/chars/mex/idlem6.GIF
alternatepal data/chars/mex/idlem7.GIF
alternatepal data/chars/mex/idlem8.GIF
alternatepal data/chars/mex/idlem9.GIF
alternatepal data/chars/mex/idlem10.GIF
alternatepal data/chars/mex/idle01.GIF
#blockback 1
#blockodds 1# block souvent
#aimove chase#wander#avoid#chase#z
dust du dus dus
# candamage player obstacle npc
hostile player npc
projectilehit enemy
risetime -100#-80#-60
#animationscript data/scripts/harden.c
load dus
anim attack1 # FAKE COUNT
drawmethod 275 280# (x y) 256 = 100%
range 30 120#30 70# (+ proche, + loin) (default 0 70)
loop 0
offset 96 177
bbox 72 86 49 92
delay 15
frame data/chars/ref/a1.gif
delay 9
frame data/chars/ref/a2.gif
delay 22
frame data/chars/ref/a3.gif
delay 6
frame data/chars/ref/a2.gif
delay 15
frame data/chars/ref/a1.gif
delay 9
frame data/chars/ref/a2.gif
delay 22
frame data/chars/ref/a3.gif
delay 6
frame data/chars/ref/a2.gif
delay 16
frame data/chars/ref/idle02.gif
anim freespecial1 # regarde un peu
drawmethod 275 280# (x y) 256 = 100%
range 20 110#30 70# (+ proche, + loin) (default 0 70)
loop 0
offset 96 177
bbox 72 86 49 92
delay 30
frame data/chars/ref/idle01.gif
delay 12
frame data/chars/ref/idle02.gif
delay 25
frame data/chars/ref/idle03.gif
delay 20
frame data/chars/ref/idle02.gif
delay 18
frame data/chars/ref/idle03.gif
delay 12
frame data/chars/ref/idle02.gif
delay 40
frame data/chars/ref/idle02.gif
EDIT------------------------------------------------------
with this settings it seems better, but as an enemy, other enemies don't attack him. And It will force player to beat him to finish the level...
Code:
type enemy#npc#enemy#npc#enemy
subtype chase#notgrab#chase
cantgrab 1# ne peut pas etre grab