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[solved] Dummy frame problem... - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14) +---- Thread: [solved] Dummy frame problem... (/showthread.php?tid=2489) Pages:
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RE: Dummy frame problem... - vandesdelca - 03-30-2009 me, when i over frame 399 and reach frame 400, the frame are working properly. BUT the name's changed automatically. from "X" to l"ocko" from "zero_nightmare" to "leroe" strange... RE: Dummy frame problem... - Silverthorn - 03-30-2009 Basic knowledge: # t0-files can have a maximum of 400 frames, ranging from 0-399 (included) # the dummy-frame itself has no purpose, it can be used as some sort of template and that's it In case you need over 400 frames, you'd be better at opointing stuff. Don't do too much with the character then but more with a couple t3-objects. Transforming to a helping char is possible but some awkward bit of code. Limiting yourself to some high-quality moves is enough. RE: Dummy frame problem... - Alblaka - 03-30-2009 (03-30-2009, 03:36 PM)Reaper Wrote: just a crazy idea of mine( as I'm not a DC'er): Can't you let him transform to another char, let him do the attack and then transform back?) ^^ Cleric has about 395 frames... i had to change the last move, otherwise i would had same problem XD Some of his moves only include 2 or 3 frames, but summon an illusion (t3) which does the main part of move ^^ RE: Dummy frame problem... - Angel_Adam - 03-30-2009 naaah,i wouldnt say that..its just one or two or lets say four moves maybe five left for the char and done,... RE: Dummy frame problem... - SirFrog - 04-01-2009 In normal LF2, no char can have more than 398 frames. That's it. But this exe allows you to have up to 797 frames (0~799, 399 and 400 gone) >clicky< The idea of transforming into a char is good, except that unless you create a ball who catches the new char the moment he finishes the transform, he'll just go to standard-frames (standing on ground, falling in air). There was an exe that when a char transformed, the new char would continue on the frames which he was in before transformation. (i can't however seem to find it XO) |