[solved] Jump spin attack - Hax0r - 11-07-2009
Can you tell me how do this attack?:
While jumping i press attack and do normal jump_attack
But when press jump again (while in air, jumping fames) start to spins around until hit the ground.
I was trying to do that by adding hit_j: (attack fame) but don't work please help me ;/
And i don't want to delete the jump_attack.
RE: Jump spin attack - Divisor - 11-07-2009
Can you post the code?
I think something is wrong in the attack frames, but not sure what.
RE: Jump spin attack - SolidSnakesMod - 11-07-2009
not sure but, are the spritesokay, i mean do u use diffrent sprites for jumps to play more '"real"
RE: Jump spin attack - Divisor - 11-07-2009
Actually the sprites aren't the issue here...
RE: Jump spin attack - Hax0r - 11-07-2009
Code:
Jumping fames:
DC-Code:
<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: 0 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 324
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>
|
Attack:
DC-Code:
<frame> 324 circle
pic: 280 state: 3 wait: 0 next: 325 dvx: 0 dvy: 550 dvz: 0 centerx: 55 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 54 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 110 h: 110 dvx: 23 dvy: 8 fall: 70 vrest: 5 bdefend: 60 injury: 16 zwidth: 10
effect: 1
itr_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 30
effect: 4
itr_end:
<frame_end>
<frame> 325 circle
pic: 281 state: 3 wait: 0 next: 326 dvx: 0 dvy: 550 dvz: 0 centerx: 55 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 54 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 30
effect: 4
itr_end:
itr:
kind: 0 x: 0 y: 0 w: 110 h: 110 dvx: 23 dvy: 8 fall: 70 vrest: 5 bdefend: 60 injury: 16 zwidth: 10
effect: 1
itr_end:
<frame_end>
<frame> 326 circle
pic: 282 state: 100 wait: 0 next: 327 dvx: 0 dvy: 550 dvz: 0 centerx: 55 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 54 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 30
effect: 4
itr_end:
<frame_end>
<frame> 327 circle
pic: 283 state: 100 wait: 0 next: 328 dvx: 0 dvy: 550 dvz: 0 centerx: 55 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 54 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 110 h: 110 dvx: 23 dvy: 8 fall: 70 vrest: 5 bdefend: 60 injury: 16 zwidth: 10
effect: 1
itr_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 30
effect: 4
itr_end:
<frame_end>
<frame> 328 circle
pic: 284 state: 100 wait: 0 next: 329 dvx: 0 dvy: 550 dvz: 0 centerx: 55 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 110 h: 110 dvx: 15 dvy: 8 fall: 70 vrest: 5 bdefend: 60 injury: 16 zwidth: 10
effect: 1
itr_end:
wpoint:
kind: 1 x: 54 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 30
effect: 4
itr_end:
<frame_end>
<frame> 329 circle
pic: 280 state: 100 wait: 0 next: 330 dvx: 0 dvy: 550 dvz: 0 centerx: 55 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 54 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 30
effect: 4
itr_end:
itr:
kind: 0 x: 0 y: 0 w: 110 h: 110 dvx: 23 dvy: 8 fall: 70 vrest: 5 bdefend: 60 injury: 16 zwidth: 10
effect: 1
itr_end:
<frame_end>
<frame> 330 circle
pic: 281 state: 100 wait: 0 next: 326 dvx: 25 dvy: 75 dvz: 0 centerx: 55 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 54 y: 50 weaponact: 31 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 0 y: 0 w: 110 h: 110 dvx: 23 dvy: 8 fall: 70 vrest: 5 bdefend: 60 injury: 16 zwidth: 10
effect: 1
itr_end:
itr:
kind: 0 x: 60 y: 8 w: 14 h: 70 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 30
effect: 4
itr_end:
<frame_end>
|
RE: Jump spin attack - Divisor - 11-07-2009
Try giving the frames another state, like 6.
At least the 1st frame, cuz' I see that you need state: 100 here.
RE: Jump spin attack - Bamboori - 11-08-2009
its in the jumping frame. in the third one, the computer still "thinks" you press the jump button, so it goes straight to frame 324
RE: Jump spin attack - Azriel - 11-08-2009
@Bamboori
i'd think no, coz there's already 4 time units from 210 ~ 212, and I think lf2 has it enabled for 3 time units, maybe i'm wrong.
@hax
what actually happens? (i know what u want, but not what happens instead of what you want)
if your frame 324 is not put in the proper numerical position of the data file (i.e. after frame 323), you could get the bug there. also, another frame 324 would also give a bug. anyways, I can't really say till i know what happens.
Azriel~
RE: Jump spin attack - Bamboori - 11-08-2009
i've tried it already, you can also see it in chars with infinite jump.
RE: Jump spin attack - TheNave - 11-08-2009
@Azzy
the order of the frames doesn't matter... It never caused any bugs when I changed them...
@Topic
bamboori is right... you should atleast have wait 2 and wait 1 in your first two jumping frames, wait 1 and 1 is to less and it automatically goes to frame 324, no matter if you press the button or not
|