[solved] Frame bug? >.< - JossuaDC - 03-24-2009
Some of you may remember the .gif I posted in my Shadow thread (basic attack - throwing the enemy).
Code: <frame> 281 throw_enemy
pic: 96 state: 9 wait: 2 next: 999 dvx: 4 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\008.wav
cpoint:
kind: 1 x: 72 y: 53
vaction: 188 throwvx: 40 throwvy: 1 throwvz: 3 throwinjury: 30
cpoint_end:
<frame_end>
No matter what I do, the frame will end abruptly after throwing the enemy.
There's only one more thing I can think of and try and that's ik:8, but I really don't want to get it too complicated/glitchy or give it any room for errors.
Just... Wtf ¬.¬
I can't find any reason as to why it glitches itself out of the frame (ignoring the next: and the wait: ).
As to how Shadow's doing: I've revamped some moves, thrown some frames out of the .dat and decided to keep him like he was intendend to be - Woody's shadow. And I still haven't found a solution to being unable to opoint the zero placer, but I'll take a look at that after Shadow's finished (the character itself is more important than the filter)
RE: Frame bug? >.< - TheNave - 03-24-2009
I'm not really familar with catching and state: 9 and such things, but such things also happen to me...
to fix it you have to add one more frame, because the wait on a throwing-cpoint frame will always set to 0, add 1 more frame without the cpoint and there you can use the wait and next you want to
RE: Frame bug? >.< - Alblaka - 03-24-2009
Uhmmm...
wait:2, next:999
That means, he will throw the char and after 1/15 of a second (on good PCs) he will go back to standing frames.
I think, for human eye that will look like he is instantly going to the standing frames after the throw...
RE: Frame bug? >.< - TheNave - 03-24-2009
@up, nope, the wait is ignored in frames on which a character is thrown... so it would be like wait: 0 here
RE: Frame bug? >.< - Silverthorn - 03-24-2009
actually, I think it has to do with the throwing in the last frame of the sequence. I've worked with this code multiple times and it's working alright:
DC-Code:
<frame> 281 throw_enemy
pic: 96 state: 9 wait: 2 next: 282 dvx: 4 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\008.wav
cpoint:
kind: 1 x: 72 y: 53
vaction: 188 throwvx: 40 throwvy: 1 throwvz: 3 throwinjury: 30
cpoint_end:
<frame_end>
<frame> 282 throw_enemy
pic: 96 state: 9 wait: 5 next: 999 dvx: 4 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
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This way, you won't need to pay attention to glitchy wait-0-frames. f282 is just some kind of "filling frame" but, as you can see in the throw_lying_man-frames, it's how it works ;)
RE: Frame bug? >.< - JossuaDC - 03-25-2009
I already had to pull out a cpoint in the frame before the frame with the final cpoint to kill a bug, but the character can still be manipulated by the final cpoint even though there's a frame in which that character has free control (had to delete a bdy in that frame to prevent the character from hitting Shadow xD).
I can post the entire move here if you guys want me to.
But wow, I've never known that cpoint was this 'sensetive' to errors :/
I'll give Blue_Phoenix' code a shot (even though I've tried the same method before - but with different numbers).
Edit: Okay, it didn't work. Same problem: frame will end abruptly after disconnecting with the enemy.
Here's the entire move:
Code: <frame> 275 throw_enemy
pic: 43 state: 9 wait: 2 next: 276 dvx: 4 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
cpoint:
kind: 1 x: 65 y: 65
vaction: 136 throwvz: -842150451 throwinjury: -842150451
cpoint_end:
itr:
kind: 0 x: 55 y: 40 w: 10 h: 20 dvx: 5 dvy: -4 vrest: 6 fall: 70 bdefend: 5 injury: 10
itr_end:
bdy:
kind: 0 x: 11 y: 20 w: 41 h: 48
bdy_end:
<frame_end>
<frame> 276 throw_enemy
pic: 65 state: 9 wait: 1 next: 277 dvx: 2 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 28 y: 79
vaction: 138 throwvz: -842150451 throwinjury: -842150451 injury: -15 cover: 11
cpoint_end:
<frame_end>
<frame> 277 throw_enemy
pic: 181 state: 9 wait: 2 next: 278 dvx: 8 dvy: 0 dvz: 0 centerx: 31 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 20 y: 79
vaction: 137 throwvz: -842150451 throwinjury: -842150451
cpoint_end:
itr:
kind: 0 x: 60 y: 35 w: 10 h: 20 dvx: 6 dvy: -1 fall: 70 bdefend: 5 vrest: 6 injury: 10
itr_end:
bdy:
kind: 0 x: 25 y: 18 w: 34 h: 58
bdy_end:
<frame_end>
<frame> 278 throw_enemy
pic: 124 state: 9 wait: 2 next: 279 dvx: 2 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 22 y: 69
vaction: 134 throwvz: -842150451 throwinjury: -842150451
cpoint_end:
bdy:
kind: 0 x: 12 y: 23 w: 40 h: 37
bdy_end:
bdy:
kind: 0 x: 27 y: 56 w: 36 h: 24
bdy_end:
<frame_end>
<frame> 279 throw_enemy
pic: 94 state: 9 wait: 1 next: 280 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 18 y: 49
vaction: 139 throwvz: -842150451 throwinjury: -842150451 injury: -15
cpoint_end:
bdy:
kind: 0 x: 29 y: 11 w: 32 h: 68
bdy_end:
bdy:
kind: 0 x: 17 y: 40 w: 24 h: 10
bdy_end:
<frame_end>
<frame> 280 throw_enemy
pic: 95 state: 9 wait: 2 next: 281 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 281 throw_enemy
pic: 96 state: 9 wait: 2 next: 999 dvx: 4 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\008.wav
cpoint:
kind: 1 x: 72 y: 53
vaction: 188 throwvx: 40 throwvy: 1 throwvz: 3 throwinjury: 30
cpoint_end:
<frame_end>
Frustrating >.< D:
RE: Frame bug? >.< - Silverthorn - 03-25-2009
Alright, let's go through everything that could be responsible:
# frame-numbers. Some sort of pre-defined stuff in the throw_lying_man-frames (I don't really believe in that)
# would vaction: 181 in f281 maybe help?
# is it correct that there is no cpoint in f280?
RE: Frame bug? >.< - JossuaDC - 03-25-2009
(03-25-2009, 12:38 PM)Blue Phoenix Wrote: Alright, let's go through everything that could be responsible:
# frame-numbers. Some sort of pre-defined stuff in the throw_lying_man-frames (I don't really believe in that)
# would vaction: 181 in f281 maybe help?
# is it correct that there is no cpoint in f280?
#1:
I don't believe in that either
#2:
I'll give it a shot.
#3:
(03-25-2009, 09:08 AM)JossuaDC Wrote: I already had to pull out a cpoint in the frame before the frame with the final cpoint to kill a bug, but the character can still be manipulated by the final cpoint even though there's a frame in which that character has free control (had to delete a bdy in that frame to prevent the character from hitting Shadow xD).
RE: Frame bug? >.< - TheNave - 03-25-2009
try this... dunno if it works but atleast I hope so...
DC-Code:
<frame> 275 throw_enemy
pic: 43 state: 9 wait: 2 next: 276 dvx: 4 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
cpoint:
kind: 1 x: 65 y: 65
vaction: 136 throwvz: -842150451 throwinjury: -842150451
cpoint_end:
itr:
kind: 0 x: 55 y: 40 w: 10 h: 20 dvx: 5 dvy: -4 vrest: 6 fall: 70 bdefend: 5 injury: 10
itr_end:
bdy:
kind: 0 x: 11 y: 20 w: 41 h: 48
bdy_end:
<frame_end>
<frame> 276 throw_enemy
pic: 65 state: 9 wait: 1 next: 277 dvx: 2 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 28 y: 79
vaction: 138 throwvz: -842150451 throwinjury: -842150451 injury: -15 cover: 11
cpoint_end:
<frame_end>
<frame> 277 throw_enemy
pic: 181 state: 9 wait: 2 next: 278 dvx: 8 dvy: 0 dvz: 0 centerx: 31 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 20 y: 79
vaction: 137 throwvz: -842150451 throwinjury: -842150451
cpoint_end:
itr:
kind: 0 x: 60 y: 35 w: 10 h: 20 dvx: 6 dvy: -1 fall: 70 bdefend: 5 vrest: 6 injury: 10
itr_end:
bdy:
kind: 0 x: 25 y: 18 w: 34 h: 58
bdy_end:
<frame_end>
<frame> 278 throw_enemy
pic: 124 state: 9 wait: 2 next: 279 dvx: 2 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 22 y: 69
vaction: 134 throwvz: -842150451 throwinjury: -842150451
cpoint_end:
bdy:
kind: 0 x: 12 y: 23 w: 40 h: 37
bdy_end:
bdy:
kind: 0 x: 27 y: 56 w: 36 h: 24
bdy_end:
<frame_end>
<frame> 279 throw_enemy
pic: 94 state: 9 wait: 1 next: 280 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 18 y: 49
vaction: 139 throwvz: -842150451 throwinjury: -842150451 injury: -15
cpoint_end:
bdy:
kind: 0 x: 29 y: 11 w: 32 h: 68
bdy_end:
bdy:
kind: 0 x: 17 y: 40 w: 24 h: 10
bdy_end:
<frame_end>
<frame> 280 throw_enemy
pic: 95 state: 9 wait: 2 next: 281 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 72 y: 53
vaction: 181 throwvx: 40 throwvy: 1 throwvz: 3 throwinjury: 30
cpoint_end:
<frame_end>
<frame> 281 throw_enemy
pic: 96 state: 9 wait: 4 next: 999 dvx: 4 dvy: 0 dvz: 0 centerx: 41 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\008.wav
<frame_end>
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RE: Frame bug? >.< - TheNave - 03-25-2009
actually I've kinda told you that in my first post in that thread... but seems you haven't understoot that, my englishknowlegend isn't the best^^
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