invincibility in bonus level

jonsilva

New member
hi

iam making a bonus level
in the manual it says you can set invincibility
with type 1 0 1 but the player keeps dying when hit by attacks

does anyone know if can set invincibility in a bonus level ?
a simple yes or no will do fine
 
the bonus stage is set with drums
some explode others are subtype  flydie and other bounce towards the player

the problem is that iam already using this objects in previous levels
and iam trying not to add unecessary objects and (animations/panels) to the game ive already added a lot of this and i dont whant to reach the engine limit and then heve to start removing things...

increassing the player health in the level seemed the best option to me
ive tried
spawn1  260 390 a
health  10000

like when you spawn an enemies
spawn  jimcombo
health  220
aggression 200
coords  630 365
at      20

but it dindnt worked...             
 
Yes they have been. Still no reason to be wastfull (because while the engine may not be limited, your hardware might be). Still, one or two duplicated objects are not going to make a difference.

OTH, I would have sworn the invincibility flag CAN be set with script, which you could trigger on level entry. This would make the player utterly invulnerable though, not just have infinite health.

Another thing you could do is look at the dohit events, and nullify damage if in said level. That way player could still take hits, just never die. That's a pretty involved thing to do though if you are a novice at script, and probably more than you want to deal with for a bonus level.

DC
 
@cmd invincibleentity getlocalvar("self") 1000

void invincibleentity(void entity, int btime)
{
  //MatMan v0.03

        void iTime = openborvariant("elapsed_time") + getentityproperty(entity, "freezetime");

        changeentityproperty(entity, "invincible", 1);
        changeentityproperty(entity, "invinctime", iTime + btime);
 
        return entity;
}
 
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