[solved] dvz-ing opoint? - vandesdelca - 05-10-2009
sry for spamming at the thread but... i don't know why, why do my DC-ed stuff always have some problems:(
and now when i opointed object that opoint another object and so on, the opoint kinda strange
it looks like this:
==> opoint: below
___________==> opoint: below
_______________________==> and so on...
i'm sure the centery and centex of the object was right, cus when i activate the object at the lowest of the BG, the opoint is normal =====>
so... is there a problem with the data?
DC-Code:
<frame> 17 Ground_needle
pic: 9 state: 3002 wait: 1 next: 18 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 18 Ground_needle
pic: 10 state: 3002 wait: 1 next: 19 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
opoint:
kind: 1 x: 80 y: 62 action: 35 dvx: 0 dvy: 0 oid: 243 facing: 0
opoint_end:
<frame_end>
<frame> 19 Ground_needle
pic: 11 state: 3002 wait: 0 next: 20 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 20 Ground_needle
pic: 11 state: 3002 wait: 0 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 21 Ground_needle
pic: 10 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 Ground_needle
pic: 9 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 Ground_needle
pic: 12 state: 3002 wait: 1 next: 24 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 24 Ground_needle
pic: 13 state: 3002 wait: 1 next: 25 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
opoint:
kind: 1 x: 120 y: 62 action: 29 dvx: 0 dvy: 0 oid: 243 facing: 0
opoint_end:
<frame_end>
<frame> 25 Ground_needle
pic: 14 state: 3002 wait: 0 next: 26 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 26 Ground_needle
pic: 14 state: 3002 wait: 0 next: 27 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 27 Ground_needle
pic: 13 state: 3002 wait: 1 next: 28 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 28 Ground_needle
pic: 12 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 29 Ground_needle
pic: 9 state: 3002 wait: 1 next: 30 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 Ground_needle
pic: 10 state: 3002 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 70 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
opoint:
kind: 1 x: 80 y: 62 action: 17 dvx: 0 dvy: 0 oid: 243 facing: 0
opoint_end:
<frame_end>
<frame> 31 Ground_needle
pic: 11 state: 3002 wait: 0 next: 32 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 32 Ground_needle
pic: 11 state: 3002 wait: 0 next: 33 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 33 Ground_needle
pic: 10 state: 3002 wait: 1 next: 34 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 34 Ground_needle
pic: 9 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 35 flying
pic: 12 state: 3002 wait: 1 next: 36 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 36 flying
pic: 13 state: 3002 wait: 1 next: 37 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
opoint:
kind: 1 x: 10 y: 62 action: 23 dvx: 0 dvy: 0 oid: 243 facing: 0
opoint_end:
<frame_end>
<frame> 37 flying
pic: 14 state: 3002 wait: 0 next: 38 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 38 flying
pic: 14 state: 3002 wait: 0 next: 39 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 47 w: 69 h: 53 dvx: 0 dvy: 0 fall: 1 vrest: 7 bdefend: 16 injury: 5 effect: 1
itr_end:
<frame_end>
<frame> 39 flying
pic: 13 state: 3002 wait: 1 next: 40 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 40 flying
pic: 12 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 62 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
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RE: dvz-ing opoint? - Alblaka - 05-10-2009
The balls fly "down" if you are somewhere, but "straight" if you are on the lowest bg part?
> Your T3s can be affect by dvz (pressing up/down) and therefore fly further downwards or something... on the lowest edge of BG flying down isn'T possible, therefore they go straight...
I don't think, that is really the problem, but i cannot find anything else that could cause such a thing..
RE: dvz-ing opoint? - TheNave - 05-10-2009
Is the combination DvJ or DvA, if yes then when you press these buttons at the same time the opoint can be affected by the "down"-button so it flies down on the z-axis
to solve this add a dvz: 550 in the first frame of your ball
RE: dvz-ing opoint? - Azriel - 05-10-2009
sourcecode related. when u opoint an object, its z value is always opointer's z + 1.
to fix this, just use hit_j: thingy. in the first frame, do wait: 0 (or maybe it's 1? try it) and hit_j: 49.and 2nd frame make it hit_j: 50 (to stop the z movement).
Azriel~
RE: dvz-ing opoint? - vandesdelca - 05-10-2009
(05-10-2009, 09:21 AM)TheNave Wrote: Is the combination DvJ or DvA, if yes then when you press these buttons at the same time the opoint can be affected by the "down"-button so it flies down on the z-axis
to solve this add a dvz: 550 in the first frame of your ball
the combination is D>JA.
@azriel:
do i really have to set that hit_j thing? using dvz 550 isn't the solution?
and which hit_j: is the faster? 49?
problem screenshots:
RE: dvz-ing opoint? - no one - 05-10-2009
Quote:do i really have to set that hit_j thing? using dvz 550 isn't the solution?
Both of them will work.
Quote:and which hit_j: is the faster? 49?
Compare to what?
Anyway, Test it out, you'll know the result.
RE: dvz-ing opoint? - Azriel - 05-10-2009
i doubt dvz: 550 works. as i said, the sourcecode automatically makes the z value of any opointed object 1 + the z value of the object that is creating it.
hit_j: 48 means move up 2 px every time unit.
hit_j: 49 means move up 1 px every time unit.
hit_j: 50 is the middle (stop movement)
hit_j: 51 means move down 1 px every time unit.
hit_j: 52 means move down 2 px every time unit.
Azriel~
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