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[solved] confusing opoint, need help - Printable Version

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[solved] confusing opoint, need help - vandesdelca - 05-30-2009

now opoint thing really make me crazy, now i opoint a ball (kinda cutscene like XLF) but the sprite is missing, but then its turn visible and then sudddenly deleted (the shadow doesn't deleted).
what's the problem?
here's the data and pic:
http://g.imagehost.org/download/0680/BP_shot
    DC-Code:
<frame> 286 burning_phoenix
   pic: 195  state: 3  wait: 7  next: -287  dvx: 0  dvy: 0  centerx: 21  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 287 burning_phoenix
   pic: 196  state: 3  wait: 1  next: 288  dvx: 0  dvy: 0  centerx: 39  centery: 58  hit_a: 0  hit_d: 0  hit_j: 0
<span style="color: #FF0000;" class="mycode_color">  opoint:</span>
      kind: 1  x: 50  y: -500  action: 12  dvx: 0  dvy: 0  oid: 232  facing: 2
  <span style="color: #FF0000;" class="mycode_color">opoint_end:</span>
<frame_end>
 
-------------------------------------------------------------------------------------------------
<bmp_begin>
file(0-9): sprite\template1\burning_phoenix.bmp  w: 199  h: 270  row: 5  col: 2
file(12-12): sprite\template1\BP_shot.bmp  w: 119  h: 261  row: 1  col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
 
 
<frame> 12 BP_cutin
   pic: 12  state: 15  wait: 0  next: 13  dvx: 0  dvy: 20  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 13 BP_cutin
   pic: 12  state: 15  wait: 999  next: 1000  dvx: 0  dvy: 20  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


and... another problem, an opoint works perfectly, but in the middle of the Object frame, the sprite deleted, i don't know why:(
    DC-Code:
<bmp_begin>
file(0-9): sprite\template1\burning_phoenix.bmp  w: 199  h: 270  row: 5  col: 2
file(12-12): sprite\template1\BP_shot.bmp  w: 119  h: 261  row: 1  col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
 
<frame> 0 burning_phoenix
   pic: 0  state: 3005  wait: 1  next: 1  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\071.wav 
<frame_end>
 
<frame> 1 burning_phoenix
   pic: 1  state: 3005  wait: 0  next: 2  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\020.wav
<frame_end>
 
<frame> 2 burning_phoenix
   pic: 2  state: 3005  wait: 0  next: 3  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
   sound: data\070.wav 
  itr:
      kind: 0  x: 0  y: 0  w: 220  h: 360 dvx: 5 dvy: -15 fall: 70  vrest: 40 vrest: 20 bdefend: 1  injury: 13 effect: 2 zwidth: 20
   itr_end:
<frame_end>
 
<frame> 3 burning_phoenix
   pic: 3  state: 3005  wait: 0  next: 4  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
     sound: data\071.wav 
   itr:
      kind: 0  x: 0  y: 0  w: 220  h: 360 dvx: 5 dvy: -15 fall: 70  vrest: 40 vrest: 20 bdefend: 1  injury: 13 effect: 2 zwidth: 20
   itr_end:
<frame_end>
 
<frame> 4 burning_phoenix
   pic: 4  state: 3005  wait: 0  next: 5  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
     sound: data\070.wav 
itr:
      kind: 0  x: 0  y: 0  w: 220  h: 360 dvx: 5 dvy: -15 fall: 70  vrest: 40 vrest: 20 bdefend: 1  injury: 13 effect: 2 zwidth: 20
   itr_end:
<frame_end>
 
<frame> 5 burning_phoenix
   pic: 5  state: 3005  wait: 0  next: 6  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
     sound: data\071.wav 
itr:
      kind: 0  x: 0  y: 0  w: 220  h: 360 dvx: 5 dvy: -15 fall: 70  vrest: 40 vrest: 20 bdefend: 1  injury: 13 effect: 2 zwidth: 20
   itr_end:
<frame_end>
 
<frame> 6 burning_phoenix
   pic: 6  state: 3005  wait: 0  next: 7  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
    sound: data\070.wav 
 itr:
      kind: 0  x: 0  y: 0  w: 220  h: 360 dvx: 5 dvy: -15 fall: 70  vrest: 40 vrest: 20 bdefend: 1  injury: 13 effect: 2 zwidth: 20
   itr_end:
<frame_end>
 
<frame> 7 burning_phoenix
   pic: 7  state: 3005  wait: 0  next: 8  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
     sound: data\071.wav 
   itr:
      kind: 0  x: 0  y: 0  w: 220  h: 360 dvx: 5 dvy: -15 fall: 70  vrest: 40 vrest: 20 bdefend: 1  injury: 13 effect: 2 zwidth: 20
   itr_end:
<frame_end>
 
<frame> 8 burning_phoenix
   pic: 8  state: 3005  wait: 1  next: 9  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 9 burning_phoenix
   pic: 9  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 109  centery: 249  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>



RE: confusing opoint, need help - TheBiggestBoss - 05-31-2009

well from what i can see just from a glance.

In the 1st one your next value is -287 instead of 287, probably why it's not going to the next frame because it can't find
-287.
And to get rid of shadows just use state 3005 in the 1st part where it has state 3
Also since you didn't post no other frames, i'll infer that the next: 288 shouldn't be there and instead should be next: 1000


RE: confusing opoint, need help - no one - 05-31-2009

Quote:In the 1st one your next value is -287 instead of 287, probably why it's not going to the next frame because it can't find
-287.
It'll reverse the frame, not a big problem. maybe it was his intention.


@vandesdelca:
file(12-12)? I don't know but maybe that screw you sprite, try make more than 1 sprite in a sprite sheet.


RE: confusing opoint, need help - Azriel - 05-31-2009

next: -287 is correct, just makes it turn the other way
file(ba;sdfjla;skdfj) is correct, 12-12 doesn't do anything.

you need to use pic: 10, coz u have row: 5 col: 2 which gives 0~9, and then row: 1 col: 1 gives pic: 10. the pic numbers are not influenced by what's in the parentheses in file(asdf), it's affected by row: and col: only.



Azriel~



RE: confusing opoint, need help - Silverthorn - 05-31-2009

    DC-Code:
file(12-12): sprite\template1\BP_shot.bmp  w: 119  h: 261  row: 1  col: 1

shouldn't it be h: 231?


btw, don't try to use BBCode inside the code-tags :P