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[solved] 2 basic questions - 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: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14) +---- Thread: [solved] 2 basic questions (/showthread.php?tid=3574) Pages:
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[solved] 2 basic questions - vandesdelca - 09-05-2009 1st. k, the topic says all, can someone give all the f***ing list of sourcecode that limits opoint frame element? cus i've added an opoint to my character in his rowing(when u press jump in "back" flying state) frame and nothing happen... 2nd. where's the rowing(when u press jump in "front" flying state)frame? and for the 1st problem code:
and even if there r something wrong on my code, pls give me all sourcecode thingy that limits opoint :( RE: 2 basic questions - TheNave - 09-05-2009 dunno what's the problem, I guess it's because of state: 6 or the id is wrong or whatever... and the front dodging rowing thingy frames are after the normal rowing, means the last two frames of all the rowing stuff RE: 2 basic questions - vandesdelca - 09-05-2009 k, thx for the other rowing info but... experimented with another state:
note: the opoint action change to 10, since i think it must be at that state or whatever... still not working... EDIT: well, its not so important anyway just leave it, so... is there anybody who have a full list of sourcecode? RE: 2 basic questions - The Lost Global Mod - 09-05-2009 first of all.. wtf? why action: 10? your opointed object has only 8 frames... second.. you could try out state 5 or like nave said check the id of your object.. edit: or tell us more about your idea behind it.. i mean your opointed object is pretty much doing nothing? (only showing sprites at the moment as i see it) RE: 2 basic questions - Silverthorn - 09-05-2009 What do you mean by "full list of source code"? Besides that the rowing is pretty much set. Means: any opoint will not be cared for. Pretty much like the fact that if you write "next: 999", the char will go to frame 0. It's some sort of default thing. RE: 2 basic questions - Madara Uchiha - 09-05-2009 Ok, could you just tell me what is supposed to happen, and what is the problem you are having so i can try and help you fix it. RE: 2 basic questions - Divisor - 09-05-2009 Phil Wrote:first of all.. wtf? why action: 10? your opointed object has only 8 frames...The number of frames doesn't matter at all...you could even put action: 100 and it would work as long as you have a frame 100 in your opointed object. RE: 2 basic questions - The Lost Global Mod - 09-05-2009 @above: but he doesn't have a frame 10 in his opointed object ![]() RE: 2 basic questions - Divisor - 09-05-2009 I guess he changed his starting frame from 0 to 10...but i doubt that would fix his problem ![]() RE: 2 basic questions - vandesdelca - 09-06-2009 @BP, i mean something like "opoint can't activate at the 1st frame of a move" "an object will opointed 1z lower than the opointer" etc,etc, EDIT: sry, just noticed that the id is wrong |