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[Solved] itr/kind: 8 problem.
#1
Hi, I'm making a ball with ik8 but I have a problem that the ball doesn't stick to the character hitting it. here are my codes

<frame> 0 flying
  pic: 0  state: 3002  wait: 1  next: 1  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
  itr:
     kind: 8 x: 22 y: 31 w: 55 h: 23  dvx: 100  injury: 0
     
  itr_end:
<frame_end>

<frame> 1 flying
  pic: 1  state: 3002  wait: 1  next: 2  dvx: 0  dvy: 0  centerx: 53  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
  itr:
     kind: 8 x: 31 y: 31 w: 46 h: 23  dvx: 100  injury: 0
     
  itr_end:
<frame_end>

<frame> 2 flying
  pic: 2  state: 3002  wait: 1  next: 999  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
  itr:
     kind: 8 x: 33 y: 31 w: 44 h: 23  dvx: 100  injury: 0
     
  itr_end:
<frame_end>
-------------------------------------------------------------------------------------------------------
<frame> 100 flying
  pic: 1000  state: 3002  wait: 1  next: 101  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 101 flying
  pic: 0  state: 3002  wait: 100  next: 102  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
opoint:
     kind: 1  x: 41  y: 42  action: 120  dvx: 0  dvy: 0  oid: 243  facing: 1
  opoint_end:
<frame_end>

<frame> 102 flying
  pic: 1  state: 3002  wait: 100  next: 103  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
opoint:
     kind: 1  x: 41  y: 42  action: 120  dvx: 0  dvy: 0  oid: 243  facing: 1
  opoint_end:
<frame_end>

<frame> 103 flying
  pic: 2  state: 3002  wait: 100  next: 104  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
opoint:
     kind: 1  x: 41  y: 42  action: 120  dvx: 0  dvy: 0  oid: 243  facing: 1
  opoint_end:
<frame_end>

<frame> 104 flying
  pic: 0  state: 3002  wait: 100  next: 1000  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
opoint:
     kind: 1  x: 41  y: 42  action: 120  dvx: 0  dvy: 0  oid: 243  facing: 1
  opoint_end:
<frame_end>

<frame> 120 flying
  pic: 8  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 51  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
  itr:
     kind: 0  x: 22  y: 31  w: 55  h: 27  dvx: 0  dvy: 0  fall: -1  vrest: 10  bdefend: 60  injury: 20  
     effect: 5  
  itr_end:
<frame_end>

I'm making somethings like acid effect :). Thank you so much.
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#2
It doesn't stick because ik8 is not continuously applied, all you are doing is making it move to the player and go into frame 100 once, and then there is no ik8 so it just stays there like the stars in John/Sorcerer's healing ball.

Since you are going to use this method to hit the same person 4 times, the 1st one hitting immediately after the acid has touched someone:
* Opoint invisible ball with hidden bdy. "Rebound" frames are important and will have an itr used to hit the enemy.
* Have 2 itrs in frame 100. One is ik8 dvx 100, the other is ik0 that hits the invisible ball to send it into "rebound"(complete with the acid special effect everytime the person takes damage, if you don't need special effects just using ik0 to directly hit enemy instead is enough). This ik0 must use "arest" with a very high number, otherwise it will just keep hitting ALL the invisible balls that spawn.
* hit_a timer (hp loss per TU, hp 500) that goes into hit_d frame once timer runs out, otherwise the acid will last forever. This is because you cannot use wait as a timer since the nature of ik8 is that it will keep going to frame 100 every time it touches the person.

Acid has one very big problem though. Characters can very easily remove the acid by simply rolling away or teleporting, because during rolling there is no bdy and teleport makes a sudden change in bdy location that ik8 cannot follow. As far as I know, there is nothing you can do about this even with a full LF2 mod because having a global ik8 would be buggy as well (eg: Dennis give Woody acid, Woody teleports, now Davis has acid).
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
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Thanks given by: nhatnamyugi
#3
(06-06-2015, 12:59 AM)STM1993 Wrote:  It doesn't stick because ik8 is not continuously applied, all you are doing is making it move to the player and go into frame 100 once, and then there is no ik8 so it just stays there like the stars in John/Sorcerer's healing ball.

Since you are going to use this method to hit the same person 4 times, the 1st one hitting immediately after the acid has touched someone:
* Opoint invisible ball with hidden bdy. "Rebound" frames are important and will have an itr used to hit the enemy.
* Have 2 itrs in frame 100. One is ik8 dvx 100, the other is ik0 that hits the invisible ball to send it into "rebound"(complete with the acid special effect everytime the person takes damage, if you don't need special effects just using ik0 to directly hit enemy instead is enough). This ik0 must use "arest" with a very high number, otherwise it will just keep hitting ALL the invisible balls that spawn.
* hit_a timer (hp loss per TU, hp 500) that goes into hit_d frame once timer runs out, otherwise the acid will last forever. This is because you cannot use wait as a timer since the nature of ik8 is that it will keep going to frame 100 every time it touches the person.

Acid has one very big problem though. Characters can very easily remove the acid by simply rolling away or teleporting, because during rolling there is no bdy and teleport makes a sudden change in bdy location that ik8 cannot follow. As far as I know, there is nothing you can do about this even with a full LF2 mod because having a global ik8 would be buggy as well (eg: Dennis give Woody acid, Woody teleports, now Davis has acid).

it's not working, man!. This acid ball doesn't hit the ball it created. I don't understand.
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#4
Try using ik9 (John Shield) to hit the ball. If it still doesn't work, I'm certain its a problem with the coordinates you used.
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
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Thanks given by: nhatnamyugi
#5
(06-08-2015, 03:51 PM)STM1993 Wrote:  Try using ik9 (John Shield) to hit the ball. If it still doesn't work, I'm certain its a problem with the coordinates you used.

THank you. It's working now ^^
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