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Hypermodders Hovering Method
#1
:thumbs up: 
I found a method how to hover without repentative pressing of a key!

You just need to jump and hold attack to fly! You also can press keys to stay in the air, but you needn't!

How it works?
Should I realy tell you? :p
Ok, well, here you are!

Jump-attack-frames:
Code:
<frame> 80 hovering
   pic: 61  state: 3  wait: 2  next: 81  dvx: 0  dvy: 0  centerx: 39  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0 mp: 15
   bdy:
      kind: 0  x: 20  y: 18  w: 34  h: 61
   bdy_end:
<frame_end>

<frame> 81 hovering
   pic: 61  state: 3  wait: 2  next: 212  dvx: 0  dvy: 0  centerx: 39  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 20  y: 18  w: 34  h: 61
   bdy_end:
<frame_end>

Now it should work!^^

And btw:
Even if he hasn't enought mana he continues flying FTW!!!!

here's a study-example:


Attached Files
.dat   template.dat (Size: 52.87 KB / Downloads: 126)
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#2
It is very nice... I tried it out :)

Maybe you can make a new char out of it. That would really be nice!

Just a lil' suggestion: Try to make template hover just by staying in the air. It isn't very realistic if he flies up that high. And change the input to J instead of A! It is annoying to be unable of performing kicks in the air

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#3
(10-15-2008, 07:37 PM)snorsorbet Wrote:  And change the input to J instead of A! It is annoying to be unable of performing kicks in the air

sorry, that is not possible!
The whole idea is based on the jumpattack!
Just make chars jumpig a bit higher and then hold attack!
Will kick 2,3 times! And thats how my hovering works!^^

But dash attack still works! Who needs jump attack? :p

I've played a bit around and got following result:

Code:
<frame> 80 hovering
   pic: 61  state: 3  wait: 2  next: 81  dvx: 0  dvy: 0  centerx: 39  centery: 70  hit_a: 0  hit_d: 110  hit_j: 60 mp: 15
   bdy:
      kind: 0  x: 20  y: 18  w: 34  h: 61
   bdy_end:
<frame_end>

<frame> 81 hovering
   pic: 61  state: 3  wait: 2  next: 212  dvx: 0  dvy: 0  centerx: 39  centery: 70  hit_a: 0  hit_d: 110  hit_j: 60
   bdy:
      kind: 0  x: 20  y: 18  w: 34  h: 61
   bdy_end:
<frame_end>

Will allow "air fights"! Both Templates are flying up, then one of them punches and the other one defends!^^
The CPU will never get this!^^
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#4
(10-15-2008, 07:50 PM)Hypermodder Wrote:  The whole idea is based on the jumpattack!

Well, you could always try the defend button...
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#5
(10-15-2008, 07:52 PM)Drahcir Wrote:  Well, you could always try the defend button...

Evil
you didn't get it!
It just works with attack!

Try out this:
1) Make a random char jump higher
2) Play, jump and hold attack!

result-> char kicks more then 1 time!

I used next: 212 which gives a jumping or dashing char a lil push upwards! And if you hold attack now, you will constantly fly upwards, but the short wait-values are giving him a better handling!
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#6
good method, i like the idea
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#7
@HM
you can explain to me the mp: thing. the way i think it works is u just keep having the Jump frame repeated (next: 212), unlike a proper float, but i'm not so sure. (correct me if i'm wrong)

@everyone else
stop talking about the D, J or A. to fulfill your minds, if you haven't noticed, state: 4 and state: 5 are "special" states. this means that if u hold down A on each of these frames, if you

- are not holding a weapon, always go to frame 80 or 90 respectively.
- are holding a weapon, always go to frame 30 and 40 respectively.

this is coz the way lf2 is programmed (at least the way i do it), is to have getAttack and isAttack boolean variables (true/false). in all normal situations, when u press A, and getAttack is true, isAttack is set to true, and a timer counts how many frames that A is pressed, and then makes getAttack and isAttack to be false, so no matter how long u hold A down, it isn't read. but getAttack is set to true again when u release the key (but isAttack stays false till u re-press it). this is y in every other state, input holding for A doesn't work. but in state: 4 and state: 5, getAttack is constantly reset to true, regardless of the timer thing (when the timer sets it to false, the state's code overwrites it and sets it to true, so input holding works).

please, stop posting "change it to J or D". only A will work for input holding in ALL situations...



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#8
(10-16-2008, 05:15 AM)Azriel Wrote:  @HM
you can explain to me the mp: thing. the way i think it works is u just keep having the Jump frame repeated (next: 212), unlike a proper float, but i'm not so sure.

Yes, it repeats the frame when template jumps if you hold A.

(10-16-2008, 05:15 AM)Azriel Wrote:  please, stop posting "change it to J or D". only A will work for input holding in ALL situations...

Oh sorry, I didn't know... Thanks for explanation :P

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#9
[offtopic]My dream is to understand clearly what you guys are talking about.

[ontopic]Nice dud, but if we need to keep A pressed, how would you be supposed to attack?
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#10
... Maybe with a hit_j: ?

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