Changing a chase into a non-Chase o_O - DarkFirzenEX - 04-22-2009
He guys!
I wanted to make a cahse which chases the enemy, and when it hits the enemy, he'll be catched and lift up.
Until then, it was no problem.
But: When the chase hits the enemy, it moves down, still if dvx,dvy and dvz = 0. I think thats because it still have a direction from chasing the enemy.
But when there is a hit_fa, then it's a chase and can't change into a Normal ball (so that it stays on one point without moving)
Hope you'd understood, because my english is not very good
RE: Changing a chase into a non-Chase o_O - Angel_Adam - 04-22-2009
try to make the itr's dvy: -50 or how much u want him to be lifted...
RE: Changing a chase into a non-Chase o_O - DarkFirzenEX - 04-22-2009
I think you didn't understand... x_X
The lifting up is not a problem (I'm not such a n00b :P)
The problem is that a chase moves down because it's a chase. But it should stay at one point. Thats the problem.
So i think the only way to fix is to transform it into a non-chase. So it will stay at one point.
RE: Changing a chase into a non-Chase o_O - YinYin - 04-22-2009
first of all there should not be any hit_Fa tags in the hitting/hit frames
second you can stop movement with dvx,dvy and dvz = 550
RE: Changing a chase into a non-Chase o_O - DarkFirzenEX - 04-22-2009
Whoo, I didn't know :D Thanks.
And I didn'T mean that I have got a hit_fa: in the hit frames, I meant in the flying frames.
Ok problem solved!
Edit: no not solved!!! ^^
now it doesnt move anymore, thats right. But its not a chase anymore! I meant that it transform into a no-chase after hitting the enemy... x_X
DC-Code:
<bmp_begin>
file(0-23): sprite\sys\dennis_chase.bmp w: 81 h: 82 row: 4 col: 3
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3000 wait: 2 next: 40 dvx: 3 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130 dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
itr_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3000 wait: 1 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 7 hit_d: 1 hit_j: 0 hit_fa: 2
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130 dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
itr_end:
<frame_end>
<frame> 2 flying
pic: 9 state: 3000 wait: 1 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 7 hit_d: 2 hit_j: 0 hit_fa: 2
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130 dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
itr_end:
<frame_end>
<frame> 3 flying
pic: 2 state: 3000 wait: 1 next: 4 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 40 hit_a: 7 hit_d: 3 hit_j: 0 hit_fa: 2
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130 dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
itr_end:
<frame_end>
<frame> 4 flying
pic: 10 state: 3000 wait: 1 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 40 hit_a: 7 hit_d: 4 hit_j: 0 hit_fa: 2
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130 dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
itr_end:
<frame_end>
<frame> 5 flying
pic: 3 state: 3000 wait: 1 next: 6 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 39 hit_a: 7 hit_d: 5 hit_j: 0 hit_fa: 2
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130 dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
itr_end:
<frame_end>
<frame> 6 flying
pic: 11 state: 3000 wait: 1 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 39 hit_a: 7 hit_d: 6 hit_j: 0 hit_fa: 2
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130 dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
itr_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 55 centery: 39 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 51 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 dvz: 0 centerx: 53 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 56 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 55 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 55 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 58 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 1 state: 3000 wait: 3 next: 31 dvx: -14 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 2 state: 3000 wait: 3 next: 1 dvx: -14 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 41 y: 41 action: 20 dvx: 0 dvy: 0 oid: 215 facing: 1
opoint_end:
<frame_end>
<frame> 40 flying
pic: 9 state: 3000 wait: 2 next: 41 dvx: 5 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>
<frame> 41 flying
pic: 1 state: 3000 wait: 2 next: 42 dvx: 7 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>
<frame> 42 flying
pic: 2 state: 3000 wait: 2 next: 43 dvx: 10 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>
<frame> 43 flying
pic: 10 state: 3000 wait: 2 next: 1 dvx: 13 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
<frame_end>
<frame> 44 c-start
pic: 1 state: 3000 wait: 2 next: 45 dvx: 550 dvy: 550 dvz: 550 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 58 y: 38
injury: 15 vaction: 132 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: 3
cpoint_end:
<frame_end>
<frame> 45 c
pic: 2 state: 3000 wait: 2 next: 46 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 58 y: 38
injury: 15 vaction: 132 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: 3
cpoint_end:
<frame_end>
<frame> 46 c
pic: 10 state: 15 wait: 2 next: 47 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: 5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 47 c
pic: 1 state: 15 wait: 2 next: 48 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: -5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 48 c
pic: 2 state: 15 wait: 2 next: 49 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: 5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 49 c
pic: 10 state: 15 wait: 2 next: 50 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: -5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 50 c-end
pic: 1 state: 15 wait: 2 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: 5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
|
RE: Changing a chase into a non-Chase o_O - YinYin - 04-22-2009
DC-Code:
<bmp_begin>
file(0-23): sprite\sys\dennis_chase.bmp w: 81 h: 82 row: 4 col: 3
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3000 wait: 2 next: 40 dvx: 3 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 3 x: 28 y: 30 w: 27 h: 26 catchingact: 44 caughtact: 130
itr_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3000 wait: 1 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 7 hit_d: 1 hit_j: 0 hit_Fa: 2
itr:
kind: 3 x: 22 y: 22 w: 39 h: 38 catchingact: 44 caughtact: 130
itr_end:
<frame_end>
<frame> 2 flying
pic: 9 state: 3000 wait: 1 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 7 hit_d: 2 hit_j: 0 hit_Fa: 2
itr:
kind: 3 x: 22 y: 22 w: 39 h: 38 catchingact: 44 caughtact: 130
itr_end:
<frame_end>
<frame> 3 flying
pic: 2 state: 3000 wait: 1 next: 4 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 40 hit_a: 7 hit_d: 3 hit_j: 0 hit_Fa: 2
itr:
kind: 3 x: 22 y: 22 w: 39 h: 38 catchingact: 44 caughtact: 130
itr_end:
<frame_end>
<frame> 4 flying
pic: 10 state: 3000 wait: 1 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 40 hit_a: 7 hit_d: 4 hit_j: 0 hit_Fa: 2
itr:
kind: 3 x: 22 y: 22 w: 39 h: 38 catchingact: 44 caughtact: 130
itr_end:
<frame_end>
<frame> 5 flying
pic: 3 state: 3000 wait: 1 next: 6 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 39 hit_a: 7 hit_d: 5 hit_j: 0 hit_Fa: 2
itr:
kind: 3 x: 22 y: 22 w: 39 h: 38 catchingact: 44 caughtact: 130
itr_end:
<frame_end>
<frame> 6 flying
pic: 11 state: 3000 wait: 1 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 39 hit_a: 7 hit_d: 6 hit_j: 0 hit_Fa: 2
itr:
kind: 3 x: 22 y: 22 w: 39 h: 38 catchingact: 44 caughtact: 130
itr_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 55 centery: 39 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 51 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 dvz: 0 centerx: 53 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 56 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 55 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 55 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 58 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 1 state: 3000 wait: 3 next: 31 dvx: -14 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 2 state: 3000 wait: 3 next: 1 dvx: -14 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 41 y: 41 action: 20 dvx: 0 dvy: 0 oid: 215 facing: 1
opoint_end:
<frame_end>
<frame> 40 flying
pic: 9 state: 3000 wait: 2 next: 41 dvx: 5 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 28 y: 30 w: 27 h: 26
bdy_end:
<frame_end>
<frame> 41 flying
pic: 1 state: 3000 wait: 2 next: 42 dvx: 7 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 28 y: 30 w: 27 h: 26
bdy_end:
<frame_end>
<frame> 42 flying
pic: 2 state: 3000 wait: 2 next: 43 dvx: 10 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 28 y: 30 w: 27 h: 26
bdy_end:
<frame_end>
<frame> 43 flying
pic: 10 state: 3000 wait: 2 next: 1 dvx: 13 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 28 y: 30 w: 27 h: 26 dvx: 14 fall: 70 vrest: 15 bdefend: 60 injury: 40
itr_end:
bdy:
kind: 0 x: 28 y: 30 w: 27 h: 26
bdy_end:
<frame_end>
<frame> 44 c-start
pic: 1 state: 3000 wait: 2 next: 45 dvx: 0 dvy: 0 dvz: 550 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 58 y: 38
injury: 15 vaction: 132 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: 3
cpoint_end:
<frame_end>
<frame> 45 c
pic: 2 state: 3000 wait: 2 next: 46 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 58 y: 38
injury: 15 vaction: 132 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: 3
cpoint_end:
<frame_end>
<frame> 46 c
pic: 10 state: 15 wait: 2 next: 47 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: 5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 47 c
pic: 1 state: 15 wait: 2 next: 48 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: -5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 48 c
pic: 2 state: 15 wait: 2 next: 49 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: 5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 49 c
pic: 10 state: 15 wait: 2 next: 50 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: -5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
<frame> 50 c-end
pic: 1 state: 15 wait: 2 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 38 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 0 w: 180 h: 405 dvx: 5 dvy: -20 fall: 70 vrest: 10 bdefend: 100 injury: 20 zwidth: 37
effect: 23
itr_end:
<frame_end>
|
edit: it wasn even chasing before the 550 addition
RE: Changing a chase into a non-Chase o_O - Alblaka - 04-22-2009
(04-22-2009, 02:58 PM)DarkFirzenEX Wrote: I think you didn't understand... x_X
The lifting up is not a problem (I'm not such a n00b :P)
The problem is that a chase moves down because it's a chase. But it should stay at one point. Thats the problem.
So i think the only way to fix is to transform it into a non-chase. So it will stay at one point.
The simple solution is (should be) put the 550 value ONLY IN THE dvz AFTER THE BALL HIT.
If you nowhere put 550 in, the z-movement will remaind forever (your first problem), if you put 550 everywhere, it will stop ALL movements, including the chase (your new porblem).
So you only need dvz: 550 afer the ball hit and everythign should be fine ^^ (ah yes, and remove eventual chase-tags (Fa_hit) after the hit, if there are some, to lazy to look into the code now XD)
RE: Changing a chase into a non-Chase o_O - YinYin - 04-23-2009
albalaka perhaps you should look at and/or try his code since he posted it before repeating the obvious which in fact didnt solve his problem (even tho it should have)
and his "new" problem existed before - he didnt do anything wrong with the 550 addition
RE: Changing a chase into a non-Chase o_O - Alblaka - 04-23-2009
Don't blame me if i he formulates his problems so messy, that i don't understand them >.> I of course looked into the code, at least into the few first frames (which are important for chase).
However, the "ball does move on z-axis after catch" shouldn't be a problem anymore (dvz: 550), the catching itself via itr:3 works, too...
I found only 2 errors in the code:
> If you dont use state:9 on catching frames that CAN (but don't has to) cause bugs like not working cpoint and a shortened duration of the grap
> Up to now i never made it to get a hit_fa: 2 working: The ball never chased the enemy, could be the same problem as here, so i would recommend to put it to hit_fa: 3.
If i STILL don't seem to get the right problem, either make a clear simple list of problems or press ALT+F4 >.>
RE: Changing a chase into a non-Chase o_O - YinYin - 04-23-2009
well i simply ran his code and edited it till it worked
you couldve done the same (04-23-2009, 07:03 PM)Alblaka Wrote: If i STILL don't seem to get the right problem, make a clear simple list of problems it seems that this junk:
dvx: 18 fall: 70 vrest: 15 bdefend: 60 injury: 0
didnt behave well within a kind 3 itr and stopped the hit_Fa from working
i dont really know why but deleting it did the trick for me
(vrest isnt possible when you are catching someone anyway - not to mention that fall, bdefend, dvx etc dont make any sense there either)
hit_Fa: 2 only works in those top frames - it is hard coded to them - i suppose you tried to use it in different frames
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