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2 probelms with itr kind3
#11
that's the thing through, i put it as that but it don't move 0.o. can someone actually read the data file instead of just guessing -_-
[Image: variaboss.png]
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#12
did you do what I said?
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#13
yeah i did, the ball only moved up, not down.
[Image: variaboss.png]
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#14
then read it again, there are wrote: ''use hit_j: 51-99 to let them move down on the z-axis, 99 is the fastest, 51 the slowest possible movement''

Or maybe You just coded something wrong..
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#15
Urgh...

Upload the ball, the spritesheets of the ball, post the opoint that creates the ball and I'll try to fix the thing for you.

It's probably all just a matter of miscommunication.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

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#16
actually I meant
(04-19-2009, 08:33 PM)TheNave Wrote:  should be automatically if the dvz is 0
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#17
OK i did what Nave told me to do by changing the dvz: 0 nothing happened. i also decide to change the hit_j: to 25 it just went straight up, but please note that i put them in all the flying frames if that makes a diffrence. ok i decided to upload my data file and sprite:

heres the fire ball data:
Code:
<bmp_begin>
file(0-7): sprite\sys\fire_ball.bmp  w: 81  h: 82  row: 4  col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>

<frame> 0 hiting
pic: 0 state: 3000 wait: 2 next: 1 dvx: 21 dvy: 0 dvz: 0  centerx: 64  centery: 81 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0  x: 41  y: 30  w: 39  h: 24
   bdy_end:
   itr:
      kind: 0  x: 41  y: 29  w: 39  h: 25  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>

<frame> 1 flying
   pic: 1  state: 3000  wait: 2  next: 2  dvx: 21  dvy: 0 dvz: 0   centerx: 64  centery: 81  hit_a: 0  hit_d: 0 hit_j: 0
  bdy:
      kind: 0  x: 36  y: 29  w: 45  h: 27
   bdy_end:
   itr:
      kind: 0  x: 35  y: 28  w: 45  h: 28  dvx: 15  dvy: -12   fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>

<frame> 2 flying
   pic: 2  state: 3000  wait: 2  next: 3  dvx: 21  dvy: 0  dvz: 0  centerx: 64  centery: 81  hit_a: 0  hit_d: 0  hit_j: 0
bdy:
      kind: 0  x: 40  y: 26  w: 40  h: 27
   bdy_end:
   itr:
      kind: 0  x: 40  y: 24  w: 40  h: 31  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>

<frame> 3 flying
   pic: 3  state: 3000  wait: 2  next: 4  dvx: 21  dvy: 0   dvz: 0 centerx: 64  centery: 81  hit_a: 0  hit_d: 0  hit_j: 0
  bdy:
      kind: 0  x: 41  y: 26  w: 39  h: 31
   bdy_end:
   itr:
      kind: 0  x: 41  y: 26  w: 39  h: 29  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72  effect: 2
   itr_end:
<frame_end>

<frame> 4 hiting
pic: 0 state: 3000 wait: 2 next: 1 dvx: 21 dvy: 0 dvz: 2  centerx: 64  centery: 81 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0  x: 41  y: 30  w: 39  h: 24
   bdy_end:
   itr:
      kind: 0  x: 41  y: 29  w: 39  h: 25  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>

<frame> 10 hit
   pic: 4  state: 3001  wait: 2  next: 11  dvx: 0  dvy: 0  centerx: 64  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 11 hit
   pic: 5  state: 3001  wait: 2  next: 12  dvx: 0  dvy: 0  centerx: 67  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 12 hit
   pic: 6  state: 3001  wait: 2  next: 1000  dvx: 0  dvy: 0  centerx: 72  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 20 hiting
   pic: 4  state: 3002  wait: 2  next: 11  dvx: 550  dvy: 550  centerx: 64  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 21 hiting
   pic: 5  state: 3002  wait: 2  next: 12  dvx: 550  dvy: 550  centerx: 67  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 22 hiting
   pic: 6  state: 3002  wait: 2  next: 1000  dvx: 550  dvy: 550  centerx: 72  centery: 82  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 30 rebounding
   pic: 999  state: 3002  wait: 0  next: 31  dvx: 0  dvy: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 30 rebounding
   pic: 999  state: 3003  wait: 1  next: 31  dvx: 0  dvy: 0  centerx: 19  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 31 rebounding
   pic: 999  state: 3003  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 19  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 19  y: 41  action: 0  dvx: 0  dvy: 0  oid: 201  facing: 1
   opoint_end:
<frame_end>

<frame> 399 dummy
   pic: 0  state: 0  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

heres the opoint out bit of the fire ball:
Code:
<frame> 235 fire_ball
   pic: 90  state: 15  wait: 1  next: 236  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0  mp: 45
   bdy:
      kind: 0  x: 20  y: 34  w: 41  h: 44
   bdy_end:
<frame_end>

<frame> 236 fire_ball
   pic: 91  state: 15  wait: 1  next: 237  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 23  y: 32  w: 32  h: 47
   bdy_end:
<frame_end>

<frame> 237 fire_ball
   pic: 92  state: 15  wait: 1  next: 238  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0  
  sound: data\NM_HB.wav
   bdy:
      kind: 0  x: 21  y: 26  w: 28  h: 52
   bdy_end:
<frame_end>

<frame> 238 fire_ball
   pic: 93  state: 15  wait: 1  next: 239  dvx: 0  dvy: 0  dvz: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 18  y: 27  w: 29  h: 52
   bdy_end:
<frame_end>

<frame> 239 fire_ball
   pic: 94  state: 15  wait: 2  next: 240  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 11  y: 25  w: 34  h: 53
   bdy_end:
<frame_end>

<frame> 240 fire_ball
   pic: 95  state: 15  wait: 1  next: 241  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 16  y: 22  w: 30  h: 56
   bdy_end:
<frame_end>

<frame> 241 fire_ball
   pic: 103  state: 15  wait: 2  next: 242  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 24  y: 31  w: 32  h: 47
   bdy_end:
   opoint:
      kind: 1  x: 64  y: 81  action: 0  dvx: 0  dvy: 0  oid: 201  facing: 0
   opoint_end:
<frame_end>

<frame> 242 fire_ball
   pic: 104  state: 15  wait: 1  next: 243  dvx: 0  dvy: 0  dvz: 0  centerx: 44  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 34  y: 25  w: 26  h: 54
   bdy_end:
<frame_end>

<frame> 243 fire_ball
   pic: 105  state: 15  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 27  y: 27  w: 24  h: 51
   bdy_end:
<frame_end>

and heres the sprite of the fire ball: [Image: fireball.png]

and as i said before, could someone just fix the code instead of explaining a method
[Image: variaboss.png]
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#18
If your dvz is 0, the balls SHOULD move up/downwards if you hold Up/Down.
But since that doesn't happened you either found a new bug or screwed up something...

My advise:
-Take the firen_ball.dat
-Delete unneccassary things (flames, explosion, etc...)
-Change the sprites and frames into whatever you need.

On that way it should be IMPOSSIBLE to deactivate the Up/Down-aiming...


PS:
Don't ask for someone to "fix the code"... the code doesn't seem to cause problems...
As i said, imo somethign got screwed up somehow... maybe it's an ID-thingy...
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Alblaka
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#19
your opoint coordinate is 81, and the centery is 79. you need the opoint y coordinate to be <= 79 (or w/e the centery coordinate of w/e frame it is). this doesn't hold true however, if your character is in the air. the rule is:

when an object is created via opoint, its y coordinate must be above the ground

also, frame 4 has dvz: 2. make that 0. that doesn't affect it, but just for consistency. plus, don't use id 223/224 (i know u're not, but it's just something i want to mention).



Azriel~
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#20
I thought you had problems with ik:3?

About the ball: Azriel's right.
The ball spawns below the ground, so I adjusted the opoint: and the centery:
Tested the thing and it's able to move up/down now.

Ball:
    DC-Code:
<bmp_begin>
file(0-7): sprite\sys\fire_ball.bmp  w: 81  h: 82  row: 4  col: 2
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
 
<frame> 0 hiting
pic: 0 state: 3000 wait: 2 next: 1 dvx: 21 dvy: 0 dvz: 0  centerx: 64  centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0  x: 41  y: 30  w: 39  h: 24
   bdy_end:
   itr:
      kind: 0  x: 41  y: 29  w: 39  h: 25  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>
 
<frame> 1 flying
   pic: 1  state: 3000  wait: 2  next: 2  dvx: 21  dvy: 0 dvz: 0   centerx: 64  centery: 53  hit_a: 0  hit_d: 0 hit_j: 0
  bdy:
      kind: 0  x: 36  y: 29  w: 45  h: 27
   bdy_end:
   itr:
      kind: 0  x: 35  y: 28  w: 45  h: 28  dvx: 15  dvy: -12   fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>
 
<frame> 2 flying
   pic: 2  state: 3000  wait: 2  next: 3  dvx: 21  dvy: 0  dvz: 0  centerx: 64  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
bdy:
      kind: 0  x: 40  y: 26  w: 40  h: 27
   bdy_end:
   itr:
      kind: 0  x: 40  y: 24  w: 40  h: 31  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>
 
<frame> 3 flying
   pic: 3  state: 3000  wait: 2  next: 4  dvx: 21  dvy: 0   dvz: 0 centerx: 64  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
  bdy:
      kind: 0  x: 41  y: 26  w: 39  h: 31
   bdy_end:
   itr:
      kind: 0  x: 41  y: 26  w: 39  h: 29  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72  effect: 2
   itr_end:
<frame_end>
 
<frame> 4 hiting
pic: 0 state: 3000 wait: 2 next: 1 dvx: 21 dvy: 0 dvz: 0  centerx: 64  centery: 53 hit_a: 0 hit_d: 0 hit_j: 0
   bdy:
      kind: 0  x: 41  y: 30  w: 39  h: 24
   bdy_end:
   itr:
      kind: 0  x: 41  y: 29  w: 39  h: 25  dvx: 15  dvy: -12  fall: 70  vrest: 10  bdefend: 70  injury: 72   effect: 2
   itr_end:
<frame_end>
 
<frame> 10 hit
   pic: 4  state: 3001  wait: 2  next: 11  dvx: 0  dvy: 0  centerx: 64  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 11 hit
   pic: 5  state: 3001  wait: 2  next: 12  dvx: 0  dvy: 0  centerx: 67  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 12 hit
   pic: 6  state: 3001  wait: 2  next: 1000  dvx: 0  dvy: 0  centerx: 72  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 20 hiting
   pic: 4  state: 3002  wait: 2  next: 11  dvx: 550  dvy: 550  centerx: 64  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 21 hiting
   pic: 5  state: 3002  wait: 2  next: 12  dvx: 550  dvy: 550  centerx: 67  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 22 hiting
   pic: 6  state: 3002  wait: 2  next: 1000  dvx: 550  dvy: 550  centerx: 72  centery: 53  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 30 rebounding
   pic: 999  state: 3002  wait: 0  next: 31  dvx: 0  dvy: 0  centerx: 37  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 30 rebounding
   pic: 999  state: 3003  wait: 1  next: 31  dvx: 0  dvy: 0  centerx: 19  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 31 rebounding
   pic: 999  state: 3003  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 19  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 19  y: 41  action: 0  dvx: 0  dvy: 0  oid: 201  facing: 1
   opoint_end:
<frame_end>


Modified opoint:
    DC-Code:
opoint:
      kind: 1  x: 64  y: 53  action: 0  dvx: 0  dvy: 0  oid: 201  facing: 0
   opoint_end:


Edit: Wrong oid:
Fixed it ;P
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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