a probelm with opoint out an invisble ball - 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) +--- Thread: a probelm with opoint out an invisble ball (/showthread.php?tid=2609) |
a probelm with opoint out an invisble ball - Madara Uchiha - 04-15-2009 ok i am having a probelm with opoint out an invisble, heres the codes for the ball: Code: <frame> 36 One_Ki the character frames: Code: <frame> 209 Oni_Ki can someone tell me how to fix it please? also i am having a probelm when my character opoint out a ball, it doesn't go to the side? i have treid dvz: 2 but it don't work, i am trying to make it so that when you click up the ball will go up, if you understand what i mean. also i am trying to make a ball which catches you, can someone explain how to. RE: a probelm with opoint out an invisble ball - Magnamancy - 04-15-2009 Firstly, o-point tags don't work in the first frame of a move (I didn't understand if this was a part of your prob or not, so I covered it anyway ) Secondly, the z-axis movement will happen automatically, I think, so long as you don't give your ball the same properties as Bat's laser or Firzen's Cannon. Lastly, >>mainsite<< Please check the mainsite before posting. Oh, and I don't know whats up with your dvx prob. RE: a probelm with opoint out an invisble ball - no one - 04-15-2009 Z-axis movement: use hit_j tag. Opoint prob: check the oid, coordinate and next. Also, "o-point tags don't work in the first frame of a move". Ball catching: give it itr/kind: 3 instead of normal itr/kind: 0. RE: a probelm with opoint out an invisble ball - Madara Uchiha - 04-15-2009 what do you mean by hit_j tag? RE: a probelm with opoint out an invisble ball - Alblaka - 04-15-2009 >> THIS EXTRA LONG LINK << The mainsite entry for hit_j-moving RE: a probelm with opoint out an invisble ball - WoodySmasher - 04-15-2009 The ball don't have any catching or caught act also itr/kind: 3 is needed. If you want side to side movement use values in place of X in hit_j: X. Depending on the values the ball will move sideways. If the value is less than 50 the ball will go up and if it is above 50 the ball will go down. |