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[solved] [solved] Opoint questions: - Printable Version

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[solved] [solved] Opoint questions: - Hukko - 10-12-2009

Hi (again ¬¬)
I don't know how can I make the opoint (object: type 3) appears behind my chars:

And how I can change the "z" in the opoint?

Thank you.


RE: Opoint questions: - Simoneon - 10-12-2009

Use hit_j in the t3 frames.


RE: Opoint questions: - Som1Lse - 10-12-2009

(10-12-2009, 05:12 PM)Hukko Wrote:  Hi (again ¬¬)
I don't know how can I make the opoint (object: type 3) appears behind my

Cant you use a negative x?
Not shure through.

(10-12-2009, 05:12 PM)Hukko Wrote:  And how I can change the "z" in the opoint?

You cant but you can make an invisible type 3 object moving on the z axis using hit_j: something.


RE: Opoint questions: - TheNave - 10-12-2009

@Up
"behind" like on the z-axis

@UpUp
correct


RE: Opoint questions: - Divisor - 10-12-2009

For behind:
-Sprite the rock together with your char
-Use z-axis movement: move the object 1 px up and it should appear behind the char.


RE: Opoint questions: - Alblaka - 10-12-2009

Since noone said:

hit_j: 50 is the z-axis movement ZERO
hit_j: >50 will move the object downwards
hit_j: <50 will move the object upwards...

So a wait:1 with hit_j: 49 should move the t3 SLIGHTLY upwards, making it displayed behind your char ^^

For the case someone is interested: hit_j: 150++ can be used to create a screen effect, covering entire field and hiding everything ^^


RE: Opoint questions: - Hukko - 10-14-2009

@Alblaka
I see in the woody_ball.dat and i look the hit_j in flying frames.


RE: Opoint questions: - Lauli - 10-15-2009

Alblaka Wrote:So a wait:1 with hit_j: 49 should move the t3 SLIGHTLY upwards, making it displayed behind your char ^^
If you want that frame to be even shorter than wait: 1, use wait: 0.


RE: Opoint questions: - Alblaka - 10-16-2009

(10-15-2009, 04:33 AM)Lauli Wrote:  
Alblaka Wrote:So a wait:1 with hit_j: 49 should move the t3 SLIGHTLY upwards, making it displayed behind your char ^^
If you want that frame to be even shorter than wait: 1, use wait: 0.

Are you sure, this will work? Though wait:0 means a SMALL amount of time (not zero time) a movement of z-1 (hit_j:49) for such a small time will may cause actually nothing...
Dunno, whether it's exactly that, but i dont like to work with wait:0 since it scres up timed moves... (wait:0+wait:2 is not equal to wait:1+wait:1 -.-)