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[solved] Nigative dvy with a ltr 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] Nigative dvy with a ltr problem (/showthread.php?tid=7171) Pages:
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RE: Nigative dvy with a ltr problem - A-Man - 10-19-2011 I am really really sorry guys. I guess U really miss understood me and my stupid explanation. When I said the dvy I didn't mean the dvy in the ltr. I meant the dvy at the beginning of the frame (the one which is next to centerx, centery). And I was saying that my char goes higher than I noted in the dvy when hitting chars. I am really sorry about by misleading post. RE: Nigative dvy with a ltr problem - Azriel - 10-19-2011 kayz, so what actually happens is when you have a frame with dvx/y/z, you have an acceleration on the char in that frame. also, if you have an itr in a frame, and it hits someone, the char with the itr pauses on that frame for an extra time unit (each time it hits someone) this means if you have a dvx/y/z in a frame with an itr, it will experience that dvx/y/z again during the "pause" moment when it hits someone else. tl;dr: to solve: split the frame into 2 different frames (more if you need to make the animation smoother), frame1: dvx/y/z: whatever value you need frame2: dvx/y/z: 0, itr: asdf Azriel~ RE: Nigative dvy with a ltr problem - mfc - 10-19-2011 (10-19-2011, 04:39 AM)Azriel Wrote: frame1: dvx/y/z: whatever value you need also frame1 must have a wait 0 so you can start hitting earlier. This problem is generally seen when editing davis. If you give an itr to a going up frame in dragon punch, it flies up trough the moon:P RE: Nigative dvy with a ltr problem - A-Man - 10-19-2011 I just don't know how to thank U guys but thanx. Problem Solved. |