My proble isnt solved. My new problem is not matching with the attack. In my attack clones teleports to the enemy, attack, inflict damage, but does not fully coincide with the enemy. The attack is not the end hits the ground and I can not improve. I am counting on your help.
Code:
<bmp_begin>
file(0-3): sprite\sys\atak1.bmp w: 150 h: 120 row: 4 col: 1
<bmp_end>
<frame> 0 flying
pic: 999 state: 400 wait: 4 next: 1 dvx: 0 dvy: -50 dvz: -50 centerx: -60 centery: 150 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 1 flying
pic: 0 state: 3005 wait: 4 next: 2 dvx: 0 dvy: 0 dvz: -50 centerx: -60 centery: 150 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 2 flying
pic: 2 state: 3005 wait: 8 next: 3 dvx: 0 dvy: 0 dvz: -50 centerx: -60 centery: 150 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 50 y: 80 w: 50 h: 40 dvy: -40 injury: 100 bdefend: 70 fall: 70 vrest: 40
itr_end:
bdy:
kind: 0 x: 29 y: 4 w: 98 h: 24
bdy_end:
<frame_end>
<frame> 3 flying
pic: 3 state: 3005 wait: 4 next: 1000 dvx: 0 dvy: 0 dvz: -50 centerx: -60 centery: 150 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 10 hiting
pic: 2 state: 3000 wait: 10 next: 11 dvx: 0 dvy: -15 dvz: -50 centerx: -60 centery: 75 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 50 y: 80 w: 50 h: 40 injury: 100 bdefend: 70 fall: 50 vrest: 10
itr_end:
bdy:
kind: 0 x: 29 y: 4 w: 98 h: 24
bdy_end:
<frame_end>
<frame> 11 hiting
pic: 3 state: 3000 wait: 4 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
Code:
<frame> 240 klon
pic: 79 state: 15 wait: 4 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 30
opoint:
kind: 1 x: 120 y: 79 action: 0 dvx: 0 dvy: 0 oid: 265 facing: 0
opoint_end:
wpoint:
kind: 1 x: 33 y: 58 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
I do not really understand what you are trying to say. Why don't you record it and show us what's happening?
Your code seems to have quite a few strange values in there I don't really understand. So I'll tell you what I would do.
The first frame should have a sate 400 to teleport to the enemy (you've got that) and a pic: 999 (you have that, too). As with sate: 400 you always teleport 120 pixels beside the enemy, you need a dvx: 120 and a wait: 0 (or alternatively dvx: 60 wait: 1 etc.) and a dvx: 550 in the next frame to stop the movement. There you've got some rather strange values for dvy: and dvz: What are they for? Also, when you have that dvx: 120, your centerx should be around 75.
Same for the other frames, no dvz: and instead of centerx: -60 you should use 75
The itr: in frame 2 should then hit the enemy. However, as the attack has stae: 3005 I'm not sure whether it would go to the hitting frames.
Edit: Wait a minute, i'm watching the video.
Strange, the dvz: doesn't seem to have any effect at all. The centerx: -60 does what a dvx: 120 usually would have done,
but it will have an effect on the hitting area. If you work with dvx: 120 instead, you have to put it into the frame after the teleport.
The problem with the height is probably only caused by the centery: 150, change it to 120. Centery: should always be as big as the height while centerx: usually is half of the w: (in this case not).
As a side note: If you'd lowered the wait or catched the enemy with an itr/k: 3, the clones wouldn't attack when the enmy is already away.
tl;dr: Height is probably a simple centery: error. If the attack doesn't coincided it is probably because
1. it appears very slowly
2. the picture isn't shown where the computer thinks the attack is. To be precise, the picture is shown 135 pixels away ( 75-(-60))
Edit²: I tried it out, this code works. I took Firen exp as an image, but that shouldn't make any difference. And I changed a few wait: values. Except for frame 1, you might "rechange" them the way you like to.
DC Programming
<bmp_begin> file(0-3): sprite\sys\firen_exp.bmp w: 150 h: 120 row: 4 col: 1 weapon_hit_sound: data\020.wav weapon_drop_sound: data\020.wav weapon_broken_sound: data\020.wav <bmp_end> <frame> 0 flying pic: 999 state: 400 wait: 3 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 1 flying pic: 0 state: 3005 wait: 0 next: 2 dvx: 120 dvy: 0 dvz: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 2 flying pic: 2 state: 3005 wait: 3 next: 3 dvx: 550 dvy: 0 dvz: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 0 x: 50 y: 80 w: 50 h: 40 dvy: -40 injury: 100 bdefend: 70 fall: 70 vrest: 40 itr_end: bdy: kind: 0 x: 29 y: 4 w: 98 h: 24 bdy_end: <frame_end> <frame> 3 flying pic: 3 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 10 hiting pic: 2 state: 3001 wait: 5 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 0 x: 50 y: 80 w: 50 h: 40 injury: 100 bdefend: 70 fall: 50 vrest: 10 itr_end: bdy: kind: 0 x: 29 y: 4 w: 98 h: 24 bdy_end: <frame_end> <frame> 11 hiting pic: 3 state: 3000 wait: 2 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end>
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Thanks for the advice, just test it. But I did the same at the beginning and I was just a problem, because the attack had never coincided with the figure, was always on the side, and DVX 120 did not help. Well, thanks centerx: -60 I was able to move it.
After watching the movie so I have continued to solve the problem?
@Reaper thanks for help.
It was enough to centery changed to 120 and it works. Attack moves straight to the enemy.
I would ask the admins that have not yet check this topic [SOLVED] to tonight, I do not want new topics.
I don't know this will help, but you can experiment with the teleporting attack dvx's that works.
DVZ controls diagonal movement of a char. It don't affect a ball that have no AI. Instead hit_j: XXX is used.
DC Programming
<frame> 364 #teleprting_frame-must_use_wait_1 pic: 999 state: 400 wait: 1 next: 365 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 <frame_end> <frame> 365 #moving_to_enemy pic: 999 state: 3005 wait: 0 next: 366 dvx: 120 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 3 x: -20 y: 16 w: 84 h: 65 dvx: 0 dvy: 0 fall: 60 arest: 15 bdefend: 60 injury: XXX itr_end: <frame_end> <frame> 366 stoping_movement_when_onspot_of_enemy pic: 999 state: 3 wait: 3 next: 154 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 3 x: -20 y: 16 w: 84 h: 65 dvx: 0 dvy: 0 fall: 60 arest: 15 bdefend: 60 injury: XXX itr_end: <frame_end>
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Thanks boys for all ,but my attack already work. Reaper's metod also work and WoodySmasher;s metod Iam did not check.

I almost forgot, mu question is:
Is it possible to make an attack to loader, having two levels?, and if so could you give me any tips?
Yes, it is. However, it's a bit more complicated, depending on how you want to have it. You'll find some threads about it when you search for "charging" in the DC section.
http://www.lf-empire.de/forum/showthread...t=charging <-- Holding the backwards-button for charging.
http://www.lf-empire.de/forum/showthread...t=charging <-- Input-holding
If you just want the attack to notice whether you pressed A after 1 second or 5 seconds that's actually a lot easier. Just one charging frame that lasts 1 second and another lasting 4 seconds with different hit_whatever, so they lead to different attacks.
Why I actually write this: You did only change centery? Then if you want to do me a favour: VS-mode, select 3-4 players and check the area the attack works. As I said, the hitting area might be right to hit the enemy, but it could also hit enemies standing aside due to the 120 pixel misplacement.
I knew it would not end my problems. I made my attack in the second attack, the same date copied, added only one frame and changed the sprites.
So my problem is that when I push foward Defend jump after another as it happens in the first seconds of the movie, and when I push them both if the attack works normally. But there is one thing, you can see on film that when itachi went to the wall and I attacked it sprites have changed. I changed only when the opponent is at his side. How do I fix it?
I'm not sure if all this flying2 did well, and I do not know whether it is to attack when the opponent is hit into the cage hiting2 passes (another state in flying2)?
http://www.speedyshare.com/files/23563483/clip0002.avi
Code:
<frame> 4 flying2
pic: 999 state: 400 wait: 2 next: 5 dvx: 0 dvy: -50 dvz: -50 centerx: -60 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 5 flying2
pic: 4 state: 3005 wait: 4 next: 6 dvx: 0 dvy: 0 dvz: -50 centerx: -60 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 6 flying2
pic: 5 state: 3005 wait: 6 next: 7 dvx: 0 dvy: 0 dvz: -50 centerx: -60 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 7 flying2
pic: 6 state: 3005 wait: 7 next: 8 dvx: 0 dvy: 0 dvz: -50 centerx: -60 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 50 y: 80 w: 50 h: 40 dvy: -40 injury: 100 bdefend: 70 fall: 70 vrest: 40
itr_end:
bdy:
kind: 0 x: 29 y: 4 w: 98 h: 24
bdy_end:
<frame_end>
<frame> 8 flying2
pic: 7 state: 3005 wait: 6 next: 1000 dvx: 0 dvy: 0 dvz: -50 centerx: -60 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting2
pic: 6 state: 3000 wait: 10 next: 13 dvx: 0 dvy: -15 dvz: -50 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 50 y: 80 w: 50 h: 40 injury: 100 bdefend: 70 fall: 50 vrest: 10
itr_end:
bdy:
kind: 0 x: 29 y: 4 w: 98 h: 24
bdy_end:
<frame_end>
<frame> 13 hiting2
pic: 7 state: 3000 wait: 6 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 75 centery: 120 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>