Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Can't spawn hit_Fa: 7
#21
Object:


    DC-Code:
<bmp_begin>
file(0-20): sprite\kb\miod.bmp  w: 130  h: 140  row: 5  col: 3
weapon_hit_sound: data\033.wav
<bmp_end>
 
<frame> 0 flying
   pic: 5  state: 3000  wait: 5  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 7
<frame_end>
 
<frame> 1 flying
   pic: 5  state: 3000  wait: 5  next: 2  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 7
<frame_end>
 
<frame> 2 flying
   pic: 5  state: 3000  wait: 5  next: 3  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 7
<frame_end>
 
<frame> 3 flying
   pic: 5  state: 3000  wait: 1  next: 3  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 7
<frame_end>
 
<frame> 10 flying
   pic: 999  state: 3000  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 20 flying
   pic: 999  state: 3000  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 30 flying
   pic: 999  state: 3000  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 40 flying
   pic: 999  state: 3000  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 7
<frame_end>
 
<frame> 60 flying
   pic: 5  state: 3000  wait: 0  next: 61  dvx: 550  dvy: 550  dvz: 550  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 7
<frame_end>
 
<frame> 61 flying
   pic: 5  state: 3000  wait: 0  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 7
   opoint:
      kind: 1  x: 45 y: 70 action: 60 dvx: 0 dvy: 0 oid: 231 facing: 0
   opoint_end:
<frame_end>
 
<frame> 70 flying
   pic: 999  state: 3000  wait: 0  next: 71  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 71 flying
   pic: 999  state: 3000  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 3
<frame_end>
 
<frame> 73 flying
   pic: 999  state: 3000  wait: 1  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 65  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 3
<frame_end>




    DC-Code:
...
 
<frame> 60 punch
   pic: 10  state: 3  wait: 1  next: 61  dvx: 1  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 2  x: 26  y: 58  w: 37  h: 23  vrest: 1       
   itr_end:
   bdy:
      kind: 0  x: 30  y: 18  w: 28  h: 60
   bdy_end:
   bdy:
      kind: 0  x: 23  y: 35  w: 37  h: 24
   bdy_end:
<frame_end>
 
<frame> 61 punch
   pic: 11  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   itr:
      kind: 0  x: 49  y: 33  w: 30  h: 16  dvx: 2  bdefend: 16  injury: 20  effect: 1 vrest: 10 
   itr_end:
   bdy:
      kind: 0  x: 39  y: 19  w: 21  h: 61
   bdy_end:
   bdy:
      kind: 0  x: 51  y: 34  w: 26  h: 16
   bdy_end:
   opoint:
      kind: 1  x: 49 y: 33 action: 70 dvx: 0 dvy: -10 oid: 233 facing: 0 
   opoint_end:
<frame_end>
 
...
--------------------------------------
Sorry for gramma but I'm from Poland xD
My new char KillerBee
Check it out! :D
Reply
Thanks given by:
#22
Just for the record, I'm not a professional DCer, but try removing the dvy: -10 (aka set it to dvy: 0) in the opoint

I just read on the reference page that hit_Fa objects shouldn't contain any dv

EDIT: I know it might not be how you would like to have this attack, but let's just go by trial and error to see what causes it.
Quote of the Day f***ing Year (Click to View)
Reply
Thanks given by:
#23
Nope still crash ;/
--------------------------------------
Sorry for gramma but I'm from Poland xD
My new char KillerBee
Check it out! :D
Reply
Thanks given by:
#24
Try changing the next: 999 to next: 1 or something (frame 71, again)
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
Reply
Thanks given by:
#25
I was trying this. It's only crash when it go to fame with hit_Fa: 7
--------------------------------------
Sorry for gramma but I'm from Poland xD
My new char KillerBee
Check it out! :D
Reply
Thanks given by:
#26
Perhaps the sprite is somehow too deep in the ground when it's spawned and causes an error? Because hit_Fa 7 attacks usually stop at the ground.

Just a thought. Try increasing its centery or decreasing the y of the opoint by a lot

Silverthorn edited this post 06-05-2010 09:49 PM because:
ARGH, I WAS ABOUT TO POST THIS
Quote of the Day f***ing Year (Click to View)
Reply
Thanks given by:
#27
Nope ;/ I make opoint y: -200 and still crash.
--------------------------------------
Sorry for gramma but I'm from Poland xD
My new char KillerBee
Check it out! :D
Reply
Thanks given by:
#28
waitwaitwait, wasn't hit_Fa: 7 only supposed to work when it's activated via hit_Fa: 9 (like firzen's disaster move) and leads to a crash elseway just like if you try to use jan's angle's hit_fa?

why wouldn't you just use hit_Fa: 2? that solves alot of problems
Reply
Thanks given by:
#29
Gah...

I would advise you to take the already existing chase (either firzens ice or fire) and just opoint it with your char (like firzen does).

And then, step for step, replace it with the thing you want to have, but TEST IT after every change.

As soons as it crashes you know the problem.


Ninja'd by the cat... hit_fa:2 doesn't have the hit-ground effects, does it have?
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
Reply
Thanks given by:
#30
try put the opoint before the itr in your char's data



Azriel~
Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)