[solved] Limit of an Opoint to an Object - vandesdelca - 12-14-2009
Is there something like that in LF2?
cus i've tried so many times to opoint something but it still not working.
i think there's a limit of an opoint to an object... cus i've almost like 10 opoints to that object.
here's the data:
The Ball datas
DC-Code:
<bmp_begin>
file(0-8): data\Sasuke\GoryuukaNoJutsu.bmp w: 181 h: 110 row: 3 col: 3
file(9-22): data\Sasuke\ChidoriStarter.bmp w: 92 h: 79 row: 7 col: 2
file(23-27): data\Sasuke\Chidori.bmp w: 92 h: 79 row: 5 col: 2
file(28-31): data\Sasuke\ChidoriStrike.bmp w: 250 h: 94 row: 2 col: 2
weapon_hit_sound: data\empty.wav
weapon_drop_sound: data\empty.wav
weapon_broken_sound: data\empty.wav
<bmp_end>
<frame> 0 thrower
pic: 0 state: 3005 wait: 1 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\067.wav
<frame_end>
<frame> 1 thrower
pic: 1 state: 3005 wait: 1 next: 2 dvx: 1 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 90 y: 110 action: 5 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
<frame_end>
<frame> 2 thrower
pic: 2 state: 3005 wait: 1 next: 3 dvx: 1 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 3 thrower
pic: 3 state: 3005 wait: 1 next: 4 dvx: 1 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 4 thrower
pic: 4 state: 3005 wait: 1 next: 1000 dvx: 1 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 5 flame
pic: 5 state: 3005 wait: 0 next: 6 dvx: 35 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 90 y: 110 action: 8 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
<frame_end>
<frame> 6 flame
pic: 5 state: 3005 wait: 0 next: 5 dvx: 35 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 90 y: 110 action: 7 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
<frame_end>
<frame> 7 Goryuuka damage
pic: 999 state: 3005 wait: 1 next: 1000 dvx: 1 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 0 w: 180 h: 110 dvx: 20 dvy: -12 bdefend: 90 fall: 70 injury: 15 effect: 2 zwidth: 10
itr_end:
<frame_end>
<frame> 8 trail effect
pic: 6 state: 3005 wait: 1 next: 9 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 9 trail effect
pic: 7 state: 3005 wait: 1 next: 14 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 14 trail effect
pic: 8 state: 3005 wait: 1 next: 1000 dvx: 1 dvy: 0 dvz: 0 centerx: 90 centery: 110 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 5 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 32 rebounding
pic: 6 state: 3003 wait: 1 next: 33 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 33 rebounding
pic: 7 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 90 centery: 16 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 100 ChidoriStarter
pic: 9 state: 3005 wait: 0 next: 101 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 101 ChidoriStarter
pic: 10 state: 3005 wait: 0 next: 102 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 102 ChidoriStarter
pic: 11 state: 3005 wait: 0 next: 103 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 103 ChidoriStarter
pic: 12 state: 3005 wait: 0 next: 104 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 104 ChidoriStarter
pic: 13 state: 3005 wait: 0 next: 105 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 105 ChidoriStarter
pic: 14 state: 3005 wait: 0 next: 106 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 106 ChidoriStarter
pic: 15 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 107 ChidoriLaunch
pic: 23 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\Sasuke\Chidori.wav
<frame_end>
<frame> 108 ChidoriLaunch
pic: 24 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\Sasuke\Chidori.wav
<frame_end>
<frame> 109 ChidoriLaunch
pic: 25 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\Sasuke\Chidori.wav
<frame_end>
<frame> 110 ChidoriLaunch
pic: 26 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\Sasuke\Chidori.wav
<frame_end>
<frame> 111 ChidoriLaunch
pic: 27 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\Sasuke\Chidori.wav
<frame_end>
<frame> 112 ChidoriStarter
pic: 28 state: 3005 wait: 0 next: 113 dvx: 0 dvy: 0 dvz: 0 centerx: 125 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 113 ChidoriStarter
pic: 29 state: 3005 wait: 0 next: 114 dvx: 0 dvy: 0 dvz: 0 centerx: 125 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 114 ChidoriStarter
pic: 30 state: 3005 wait: 0 next: 115 dvx: 0 dvy: 0 dvz: 0 centerx: 125 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 115 ChidoriStarter
pic: 31 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
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and here's the char's move:
DC-Code:
<frame> 253 Chidori
pic: 10 state: 3 wait: 2 next: 254 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 160
bpoint:
x: 39 y: 34
bpoint_end:
wpoint:
kind: 1 x: 23 y: 55 weaponact: 23 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> 254 Chidori
pic: 11 state: 3 wait: 6 next: 255 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\JutsuReady.wav
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 255 Chidori
pic: 42 state: 3 wait: 0 next: 256 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\Sasuke\SasukeChidori.wav
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 256 Chidori
pic: 43 state: 3 wait: 5 next: 257 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\Sasuke\Chidori.wav
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 39 y: 79 action: 100 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 257 Chidori
pic: 43 state: 3 wait: 5 next: 258 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 39 y: 79 action: 100 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 258 Chidori
pic: 43 state: 3 wait: 5 next: 259 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 39 y: 79 action: 100 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 259 Chidori
pic: 48 state: 301 wait: 0 next: 260 dvx: 25 dvy: 0 dvz: 4 centerx: 39 centery: 79 hit_a: 264 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 20 y: 89 action: 107 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 260 Chidori
pic: 48 state: 301 wait: 0 next: 261 dvx: 25 dvy: 0 dvz: 4 centerx: 39 centery: 79 hit_a: 264 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 20 y: 89 action: 108 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 261 Chidori
pic: 48 state: 301 wait: 0 next: 262 dvx: 25 dvy: 0 dvz: 4 centerx: 39 centery: 79 hit_a: 264 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 20 y: 89 action: 109 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 262 Chidori
pic: 48 state: 301 wait: 0 next: 263 dvx: 25 dvy: 0 dvz: 4 centerx: 39 centery: 79 hit_a: 264 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 20 y: 89 action: 110 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 263 Chidori
pic: 48 state: 301 wait: 0 next: 259 dvx: 25 dvy: 0 dvz: 4 centerx: 39 centery: 79 hit_a: 264 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
opoint:
kind: 1 x: 20 y: 89 action: 111 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 264 Chidori
pic: 23 state: 3 wait: 0 next: 265 dvx: 550 dvy: 0 dvz: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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>
OPOINT NOT WORKING RIGHT HERE!
<frame> 265 Chidori
pic: 23 state: 3 wait: 0 next: 266 dvx: 550 dvy: 0 dvz: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
opoint:
kind: 1 x: 200 y: 109 action: 112 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
<frame> 266 Chidori
pic: 23 state: 3 wait: 0 next: 267 dvx: 250 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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> 267 Chidori
pic: 49 state: 3 wait: 15 next: 999 dvx: 550 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bpoint:
x: 39 y: 33
bpoint_end:
wpoint:
kind: 1 x: 23 y: 54 weaponact: 23 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>
|
RE: Limit of an Opoint to an Object - Alblaka - 12-14-2009
Uhm... opoints ONLY work in nect-frames... so, f.e. opointing your ball with action 5 won't trigger the opoint of frame 5 etc...
But since i don't think you fell for this basic problem, i rather guess the frames 5/6 are the problem:
There is an object (for all chars/items/T3s) in LF2... it was about... 300 or something.
Frame 5/6 repeat each other (with wait:0!!!) and continously spawn more objects...
Mathematically, it should spawn 1 / 0 = INDEFINITE objects per frame...
I would recommend to raise the wait to 1...
Btw, why the LF2 of him didn't crash already XD
RE: Limit of an Opoint to an Object - Azriel - 12-14-2009
380 (maybe 381). and no, wait: 0 means 1 TU, so that wouldn't be the problem. wait: 1 is 2 TU. but yea, raise the wait to 1, coz that means each damaging item disappears at the same rate they're spawned (unless they hit something).
Azriel~
RE: Limit of an Opoint to an Object - vandesdelca - 12-14-2009
another move of the char already used that frame and its working properly, but...
when i try to use another opoint with oid 200... its not working anymore. i even tried to change frame 112-115 to frame 34-37 and still... its not working. but the other move that opoint with oid 200 still working properly.
RE: Limit of an Opoint to an Object - Azriel - 12-14-2009
that's your problem. you can't use duplicate ids, only the first object with that id will be used.
Azriel~
RE: Limit of an Opoint to an Object - vandesdelca - 12-14-2009
actually, i've replaced the deep's ball data ids :S
RE: Limit of an Opoint to an Object - Alblaka - 12-14-2009
Dunno, the code seems fine...
Check your sprites, may something is wrong THERE, so the opoint WORKS... but you cant see anything
RE: Limit of an Opoint to an Object - vandesdelca - 12-14-2009
nope, actually i've moved those codes into another data and try to opointing and it works. but... why its not working on id 200 anymore?
RE: Limit of an Opoint to an Object - Alblaka - 12-14-2009
Dunno... Can't find anything special on ID 200 in LFEv9... besides the fact, that DOESN'T have any special effects at all...
RE: Limit of an Opoint to an Object - TheNave - 12-14-2009
Nave saves the day!
file(23- 27 32): data\Sasuke\Chidori.bmp w: 92 h: 79 row: 5 col: 2
file(28-31 33-36): data\Sasuke\ChidoriStrike.bmp w: 250 h: 94 row: 2 col: 2
the chidori.bmp has 5*2=10 sprites, though you only noted 23-27 there, so in truth it would be 23-32... aaannnnddd then the ChidoriStrike sprites start at 33...
that was your problem^^
change the pic number of those frames to 33,34,35,36 and it should work^^
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