Windmill's Flying System - 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: Advanced Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=13) +---- Thread: Windmill's Flying System (/showthread.php?tid=29) |
Windmill's Flying System - MH-Razen - 03-08-2008 Sinow -This method of flying is making use of the oscillation between dvy values instead of the normal dvy: 550 -For type three objects, they are not subject to any "gravitational force", so they can "float" by just using the same set of values in dvy with a normal integers and a -ve sign. -However, type 0 have a preset gravitational force of dvy 1.7 acting on it. -Since decimals are not valid in dvy: , we will use wait to correct the problem type: 0's gravitational force dvy:..........Gravitational force -5.................-3.3 -4.................-2.3 -3.................-1.3 -2.................-0.3 -1...................0.7 0....................1.7 1....................2.7 That's why... dvy:............time.................Gravity*Time -1.................3.................0.7 * 3 = 2.1 -2.................7................-0.3 * 7 = -2.1 -------------------------------------------- 1..................1.................2.7 * 1 = 2.7 -2.................9................-0.3 * 9 = -2.7 -------------------------------------------- 0..................3.................1.7 * 3 = 5.1 -2.................17...............-0.3 * 17 = -5.1 -------------------------------------------- 0..................1.................1.7 * 1 = 1.7 -1.................1.................0.7 * 1 = 0.7 -2.................8................-0.3 * 8 = -2.4 --------------------------------------------- If you can find the right time values and can add the force*time values to gether and become zero, and hey presto! You can acheive a smooth flying or floating effect ^^ For example: frame 300 wait: 11 next: 301 dvy: -1 frame 301 wait: 27 next: 300 dvy: -2 EDIT: The above is about a dc technique developed by Windmill. The explaination was written by Marshall, I had nothing to do with this :P YinYin awesome explanation sinow! thats a must for lfe advanced type 0 section Sinow heh, its actually a direct translation of what Windmill wrote by Marshall, I had nothing to do with it. Or wait... Marshall, did you write this based on Windmill's work? But yes, it definitely needs to be up on LFE! ??? Windmill explained the basics to me and he had some sort of tutorial, but I added the maths equations and slightly more anotations to it to make it easier to understand, because I am stupid._. Hope MH thinks it's gd enough for the mainsite... EDIT: I know the maths behind the start as well now smilie zebraa hmm well heres wat happend i changed the stuff on standing so he could fly i have <frame> 0 standing pic: 0 state: 0 wait: 40 next: 301 dvx: 0 dvy: -20 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 1 standing pic: 1 state: 0 wait: 27 next: 300 dvx: 0 dvy: -20 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 47 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> my guy goes the height i want but he wont float its more like a jump Blue Phoenix I think you'll have to put these dvy-stuff into the jump-frames, state: 0 makes the character going to frame 210/211/212 (one of these three) when he is in the air. Another thing I noticed is that you use frame 300 and 301. Can you post them too because otherwise this floating system makes no sense - the only part you posted is the beginning of flying (negative dvy-values), not the part in which the character comes down. And, another thing, you should lower the dvy-values, dvy: -20 is a very fast movement... zebraa ok so i made the standing frames normal with the state 0 so it goes to jumping frames and added the dvy negative values there but i dont understand wat u mean by im using frame 300 and 301 cause my template dont have those frames but heres wat i have so fair : <frame> 0 standing pic: 0 state: 0 wait: 40 next: 301 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa D + > + A wpoint: kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 1 standing pic: 1 state: 0 wait: 27 next: 300 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 47 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 2 standing pic: 2 state: 0 wait: 3 next: 3 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 3 standing pic: 3 state: 0 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 44 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> Heres the Jumping Frames with lowerd dvy negative values <frame> 210 jump pic: 60 state: 4 wait: 1 next: 211 dvx: 0 dvy: -4 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 26 y: 60 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 33 y: 33 w: 20 h: 48 bdy_end: bdy: kind: 0 x: 25 y: 50 w: 15 h: 29 bdy_end: <frame_end> <frame> 211 jump pic: 61 state: 4 wait: 1 next: 212 dvx: 0 dvy: -4 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\017.wav wpoint: kind: 1 x: 17 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 15 y: 41 w: 48 h: 20 bdy_end: bdy: kind: 0 x: 25 y: 55 w: 30 h: 27 bdy_end: <frame_end> <frame> 212 jump pic: 62 state: 4 wait: 1 next: 0 dvx: 0 dvy: -4 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 31 y: 15 w: 21 h: 64 bdy_end: bdy: kind: 0 x: 18 y: 29 w: 48 h: 17 bdy_end: <frame_end> But Template Dosent have a 300 frame or 301 or atleast not that i know of EDIT: Ok Tested I Push shift and it wont jump and when i stand a while i dissapear idk wats wrong Blue Phoenix Maybe I haven't written what I wanted to say. OK, next trial: It will be the best if you use the "normal" standing-frames (I mean template.dat without any changes) You mustn't put in a dvy: -4 into your last jump-frame if there stays a next: 0 (your character won't come back to the ground - gravitational force=-2.3)!!! I think I've got a solution now: Instead of writing "next: 0" into your last jump-frame, just write: "next: 300" (300 and 301 will be our flying frames) And now let the frames 300 and 301 rotate until your mana is empty, you are hit by an enemy or anything else... And now... write the next-/ dvy-values into your two frames; I'm not sure but that should work zebraa <frame> 0 standing pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 1 standing pic: 1 state: 0 wait: 3 next: 2 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 47 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 2 standing pic: 2 state: 0 wait: 3 next: 3 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 3 standing pic: 3 state: 0 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 44 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> STANDING ALL NORMAL <frame> 210 jump pic: 60 state: 4 wait: 1 next: 211 dvx: 0 dvy: -3 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 26 y: 60 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 33 y: 33 w: 20 h: 48 bdy_end: bdy: kind: 0 x: 25 y: 50 w: 15 h: 29 bdy_end: <frame_end> <frame> 211 jump pic: 61 state: 4 wait: 1 next: 212 dvx: 0 dvy: -3 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\017.wav wpoint: kind: 1 x: 17 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 15 y: 41 w: 48 h: 20 bdy_end: bdy: kind: 0 x: 25 y: 55 w: 30 h: 27 bdy_end: <frame_end> <frame> 212 jump pic: 62 state: 4 wait: 1 next: 301 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 31 y: 15 w: 21 h: 64 bdy_end: bdy: kind: 0 x: 18 y: 29 w: 48 h: 17 bdy_end: <frame_end> my template doesnt have a 300 is that the problem? Blue Phoenix I (and Marshall and Windmill etc.) have had the idea to use frame 300 and 301 because they aren't used in the normal game. If you use these frames for anything else, just take other frames (ie. 350/ 351). And, according to Marshall's example, this two frames should make your character fly the described way: <frame> 300 flying pic: ??? state: 4 wait: 11 next: 301 dvx: 0 dvy: -1 dvz: 0 centerx: ??? centery: ??? hit_a: 0 hit_d: 999 hit_j: 0 #here you can fill in your bdy:, itr: or anything else <frame_end> <frame> 301 flying pic: ??? state: 4 wait: 27 next: 300 dvx: 0 dvy: -2 dvz: 0 centerx: ??? centery: ??? hit_a: 0 hit_d: 999 hit_j: 0 #here you can fill in your bdy:, itr: or anything else <frame_end> If frames 300/301 are used already then replace them with two other numbers. You can use other state-values (I hit blindly onto my NumPad and "4" was the result smilie ). ??? are custom values, you have to adjust them to your character. Concerning your jump-frames: you needn't to put in any negative dvy-values, your jump-height is written in the bmp-part. Make the last jump-frame leading to your flying frame... and... VOILA! zebraa ok i tryed it and it doesnt really give the floating motion like in the video i think theres an error somewhere so heres the frames STANDING: which are normal <frame> 0 standing pic: 0 state: 0 wait: 3 next: 1 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 1 standing pic: 1 state: 0 wait: 3 next: 2 dvx: 0 dvy: 0 centerx: 38 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 33 y: 47 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 2 standing pic: 2 state: 0 wait: 3 next: 3 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 45 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> <frame> 3 standing pic: 3 state: 0 wait: 3 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 32 y: 44 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: <frame_end> JUMPING: <frame> 210 jump pic: 60 state: 4 wait: 1 next: 211 dvx: 0 dvy: -3 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 26 y: 60 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 33 y: 33 w: 20 h: 48 bdy_end: bdy: kind: 0 x: 25 y: 50 w: 15 h: 29 bdy_end: <frame_end> <frame> 211 jump pic: 61 state: 4 wait: 1 next: 212 dvx: 0 dvy: -3 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\017.wav wpoint: kind: 1 x: 17 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 15 y: 41 w: 48 h: 20 bdy_end: bdy: kind: 0 x: 25 y: 55 w: 30 h: 27 bdy_end: <frame_end> <frame> 212 jump pic: 62 state: 4 wait: 1 next: 300 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 31 y: 15 w: 21 h: 64 bdy_end: bdy: kind: 0 x: 18 y: 29 w: 48 h: 17 bdy_end: <frame_end> FLYING: <frame> 300 flying pic: 0 state: 4 wait: 11 next: 301 dvx: 0 dvy: -1 dvz: 0 centerx: 45 centery: 79 hit_a: 0 hit_d: 999 hit_j: 0 bdy: itr: <frame_end> <frame> 301 flying pic: 0 state: 4 wait: 27 next: 300 dvx: 0 dvy: -2 dvz: 0 centerx: ??? centery: ??? hit_a: 0 hit_d: 999 hit_j: 0 bdy: itr: <frame_end> if u would check for errors cuz im not sure wats prong Blue Phoenix I haven't seen any errors in your source code but maybe your negative dvy-values in your jump-frames are responsible for that. I have some ideas: - What will happen, if you change the dvy-values in the jump-frames to 0? - Try to increase/decrease the wait-value in frame 212 to get the wanted effect - If that doesn't help, adjust the wait-values in frames 300/301 (maybe a bit longer or shorter) Aka Shadow That looks a little cumbersome, but awesome. Thanks for the advise. It will be very helpful on my next character. RE: Windmill's Flying System - Lord Firen - 03-26-2008 I did it! (i think) jump_height -2.000000 jump_distance 18.000000 <frame> 5 walking pic: 4 state: 1 wait: 3 next: 6 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 78 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 235 hit_Fj: 255 hit_Uj: 285 hit_Dj: 267 hit_Ua: 295 hit_Da: 308 hit_ja: 370 bpoint: x: 41 y: 35 bpoint_end: wpoint: kind: 1 x: 32 y: 54 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: itr: kind: 1 x: 40 y: 16 w: 25 h: 65 catchingact: 120 120 caughtact: 130 130 itr_end: bdy: kind: 0 x: 28 y: 15 w: 27 h: 65 bdy_end: <frame_end> <frame> 210 jump pic: 60 state: 4 wait: 15 next: 211 dvx: 0 dvy: -2 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 26 y: 60 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 33 y: 33 w: 20 h: 48 bdy_end: bdy: kind: 0 x: 25 y: 50 w: 15 h: 29 bdy_end: <frame_end> <frame> 211 jump pic: 61 state: 4 wait: 15 next: 212 dvx: 0 dvy: -2 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\017.wav wpoint: kind: 1 x: 17 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 15 y: 41 w: 48 h: 20 bdy_end: bdy: kind: 0 x: 25 y: 55 w: 30 h: 27 bdy_end: <frame_end> <frame> 212 jump pic: 62 state: 4 wait: 15 next: 5 dvx: 0 dvy: -2 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 31 y: 15 w: 21 h: 64 bdy_end: bdy: kind: 0 x: 18 y: 29 w: 48 h: 17 bdy_end: <frame_end> to make yourself float higher just increase jump height P.S you can also float by coping batEx move to float and putting it into your character just delete the mana points RE: Windmill's Flying System - mat5635 - 05-18-2008 I did it but I had a problem which is I cannot change the direction while it was flying this is my code jump_height -16.400000 <frame> 210 jump pic: 60 state: 4 wait: 1 next: 211 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 26 y: 60 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 33 y: 33 w: 20 h: 48 bdy_end: bdy: kind: 0 x: 25 y: 50 w: 15 h: 29 bdy_end: <frame_end> <frame> 211 jump pic: 61 state: 4 wait: 1 next: 212 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\017.wav wpoint: kind: 1 x: 17 y: 54 weaponact: 21 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 15 y: 41 w: 48 h: 20 bdy_end: bdy: kind: 0 x: 25 y: 55 w: 30 h: 27 bdy_end: <frame_end> <frame> 212 jump pic: 62 state: 4 wait: 1 next: 299 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 wpoint: kind: 1 x: 21 y: 34 weaponact: 20 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: bdy: kind: 0 x: 31 y: 15 w: 21 h: 64 bdy_end: bdy: kind: 0 x: 18 y: 29 w: 48 h: 17 bdy_end: <frame_end> <frame> 299 still pic: 62 state: 4 wait: 7 next: 300 dvx: 0 dvy: -1 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 bdy: bdy_end: <frame_end> <frame> 300 flying pic: 62 state: 4 wait: 25 next: 301 dvx: 0 dvy: -1 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 bdy: bdy_end: <frame_end> <frame> 301 flying pic: 62 state: 4 wait: 13 next: 300 dvx: 0 dvy: -3 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 bdy: bdy_end: <frame_end> Changing any "wait", "dvy" or "jumphigh" is making everything mistake. if you'd like to change "jumphigh" you also need changing "wait" in "<frame> 299 still" Quote:Try to use state 5 in frame 300 & frame 301I've already tried state 0-20 but nothing works with my code.It will be easier if you give me your code. RE: Windmill's Flying System - Lauli - 05-18-2008 mat5635 Wrote:I cannot change the direction while it was flying Try to use state 5 in frame 300 & frame 301 |