[solved] questions about facing - NoneX - 02-04-2010
I manged to create a fire shield, but now I want to do it over the hole stage like:
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P|
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Problem:
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P|
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One goes to the left one to the right. How to fix this .
P = Player
| = Shield
<>= where the shield goes
_ = stage end
DC-Code:
<frame> 235 ball1
pic: 140 state: 3 wait: 1 next: 236 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 75
sound: data\067.wav
wpoint:
kind: 1 x: 36 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
<frame> 236 ball1
pic: 141 state: 3 wait: 1 next: 237 dvx: 1 dvy: 0 dvz: 0 centerx: 44 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 39 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
<frame> 237 ball1
pic: 145 state: 3 wait: 1 next: 238 dvx: 0 dvy: 0 dvz: 0 centerx: 31 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 26 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
<frame> 238 ball1
pic: 142 state: 3 wait: 1 next: 239 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 68 y: 44 action: 0 dvx: 0 dvy: 0 oid: 260 facing: 30
opoint_end:
wpoint:
kind: 1 x: 17 y: 46 weaponact: 29 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
<frame> 239 ball1
pic: 143 state: 3 wait: 1 next: 240 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 18 y: 45 weaponact: 29 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
<frame> 240 ball1
pic: 144 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 30 centery: 79 hit_a: 241 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 20 y: 46 weaponact: 29 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 26 y: 12 w: 27 h: 68
bdy_end:
<frame_end>
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DC-Code:
<bmp_begin>
file(0-17): sprite\sys\firen_grd.bmp w: 35 h: 49 row: 4 col: 4
file(18-33): sprite\sys\firen_grd.bmp w: 35 h: 49 row: 4 col: 4
file(34-48): sprite\sys\firen_exp.bmp w: 159 h: 159 row: 5 col: 3
weapon_hit_sound: data\068.wav
weapon_drop_sound: data\068.wav
weapon_broken_sound: data\068.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3000 wait: 10 next: 1 dvx: 0 dvy: 0 centerx: 6 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 1 flying
pic: 1 state: 18 wait: 10 next: 2 dvx: 0 dvy: 0 centerx: 1 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 27 w: 34 h: 25 dvx: 0 dvy: 0 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 2 flying
pic: 1 state: 18 wait: 10 next: 3 dvx: 0 dvy: 0 centerx: 7 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 27 w: 34 h: 25 dvx: 0 dvy: 0 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 3 flying
pic: 0 state: 18 wait: 10 next: 109 dvx: 0 dvy: 0 centerx: 9 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 9 y: 32 w: 37 h: 23 dvx: 0 dvy: 0 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 4 flying
pic: 4 state: 18 wait: 5 next: 10 dvx: 2 dvy: 0 centerx: 4 centery: 55 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 4 y: 28 w: 40 h: 29 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 5 flying
pic: 5 state: 18 wait: 1 next: 6 dvx: 3 dvy: 0 centerx: 6 centery: 54 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 8 y: 19 w: 44 h: 38 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 6 flying
pic: 6 state: 18 wait: 1 next: 7 dvx: 4 dvy: 0 centerx: 6 centery: 45 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 5 w: 44 h: 42 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 7 flying
pic: 7 state: 18 wait: 1 next: 8 dvx: 4 dvy: 0 centerx: 12 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 10 y: 10 w: 43 h: 39 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 8 flying
pic: 8 state: 18 wait: 1 next: 9 dvx: 4 dvy: 0 centerx: 9 centery: 48 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 5 w: 46 h: 46 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 9 flying
pic: 9 state: 18 wait: 1 next: 100 dvx: 3 dvy: 0 centerx: 10 centery: 54 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 7 y: 8 w: 44 h: 49 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 10 hiting
pic: 15 state: 18 wait: 1 next: 11 dvx: 0 dvy: 0 centerx: 44 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 15 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 40 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 15 state: 18 wait: 1 next: 21 dvx: 0 dvy: 0 centerx: 44 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 15 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 40 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 15 state: 18 wait: 1 next: 31 dvx: 0 dvy: 0 centerx: 44 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 15 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 40 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 50 ground_fire
pic: 18 state: 3003 wait: 1 next: 51 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 51 ground_fire
pic: 19 state: 3003 wait: 1 next: 52 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: -1 y: 47 action: 54 dvx: 0 dvy: 0 oid: 211 facing: 0
opoint_end:
<frame_end>
<frame> 52 ground_fire
pic: 20 state: 3003 wait: 1 next: 53 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: 15 w: 36 h: 32 dvx: -1 dvy: -6 fall: 70 vrest: 20 bdefend: 3 injury: 20
effect: 20
itr_end:
<frame_end>
<frame> 53 ground_fire
pic: 21 state: 3003 wait: 1 next: 54 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 54 ground_fire
pic: 22 state: 3003 wait: 1 next: 55 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 55 ground_fire
pic: 23 state: 3003 wait: 1 next: 56 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 56 ground_fire
pic: 24 state: 3003 wait: 1 next: 57 dvx: 0 dvy: 0 centerx: 16 centery: 46 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 57 ground_fire
pic: 25 state: 3003 wait: 1 next: 58 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 60 hit_d: 70 hit_j: 0
<frame_end>
<frame> 58 ground_fire
pic: 18 state: 3003 wait: 1 next: 59 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 59 ground_fire
pic: 19 state: 3003 wait: 1 next: 52 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 70 ground_fire
pic: 26 state: 3003 wait: 1 next: 71 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 71 ground_fire
pic: 27 state: 3003 wait: 1 next: 72 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 72 ground_fire
pic: 28 state: 3003 wait: 1 next: 73 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 73 ground_fire
pic: 33 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 74 ground_fire
pic: 30 state: 3003 wait: 1 next: 75 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 75 ground_fire
pic: 31 state: 3003 wait: 1 next: 76 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 76 ground_fire
pic: 32 state: 3003 wait: 1 next: 77 dvx: 0 dvy: 0 centerx: 16 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 100 flying
pic: 10 state: 18 wait: 1 next: 101 dvx: 3 dvy: 0 centerx: 5 centery: 51 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 2 y: 5 w: 51 h: 48 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 101 flying
pic: 11 state: 18 wait: 1 next: 102 dvx: 2 dvy: 0 centerx: 3 centery: 54 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 2 y: 13 w: 54 h: 39 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 102 flying
pic: 12 state: 18 wait: 1 next: 103 dvx: 2 dvy: 0 centerx: 0 centery: 47 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 6 y: 6 w: 53 h: 30 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 103 flying
pic: 13 state: 18 wait: 1 next: 104 dvx: 2 dvy: 0 centerx: 4 centery: 45 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 14 y: 7 w: 39 h: 22 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 104 flying
pic: 14 state: 18 wait: 1 next: 1000 dvx: 2 dvy: 0 centerx: 5 centery: 48 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 8 w: 31 h: 20 dvx: 10 dvy: -10 fall: 70 vrest: 300 bdefend: 16 injury: 85
effect: 21
itr_end:
<frame_end>
<frame> 109 explosion
pic: 48 state: 3000 wait: 1 next: 110 dvx: 0 dvy: 0 centerx: 78 centery: 148 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 110 explosion
pic: 34 state: 18 wait: 1 next: 111 dvx: 0 dvy: 0 centerx: 78 centery: 148 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 23 y: 36 w: 112 h: 110 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 111 explosion
pic: 35 state: 18 wait: 1 next: 112 dvx: 0 dvy: 0 centerx: 78 centery: 148 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 20 y: 16 w: 122 h: 135 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 112 explosion
pic: 36 state: 18 wait: 1 next: 113 dvx: 0 dvy: 0 centerx: 78 centery: 148 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 19 y: 18 w: 127 h: 131 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 113 explosion
pic: 37 state: 18 wait: 1 next: 114 dvx: 0 dvy: 0 centerx: 78 centery: 148 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 7 y: 16 w: 146 h: 132 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 114 explosion
pic: 38 state: 18 wait: 1 next: 115 dvx: 0 dvy: 0 centerx: 78 centery: 150 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 13 y: 13 w: 137 h: 132 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 115 explosion
pic: 39 state: 18 wait: 1 next: 116 dvx: 0 dvy: 0 centerx: 78 centery: 155 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 7 y: 14 w: 145 h: 117 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 116 explosion
pic: 40 state: 18 wait: 1 next: 117 dvx: 0 dvy: 0 centerx: 78 centery: 157 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 15 y: 6 w: 128 h: 123 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 117 explosion
pic: 41 state: 18 wait: 1 next: 118 dvx: 0 dvy: 0 centerx: 78 centery: 164 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 15 y: 6 w: 128 h: 123 dvx: -12 dvy: -18 fall: 70 vrest: 300 bdefend: 16 injury: 125 zwidth: 37
effect: 22
itr_end:
<frame_end>
<frame> 118 explosion
pic: 42 state: 18 wait: 1 next: 119 dvx: 0 dvy: 0 centerx: 78 centery: 171 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 119 explosion
pic: 43 state: 18 wait: 1 next: 120 dvx: 0 dvy: 0 centerx: 78 centery: 177 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 120 explosion
pic: 44 state: 18 wait: 1 next: 1000 dvx: 0 dvy: 0 centerx: 76 centery: 172 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
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RE: questions about facing - Sutetsu - 02-04-2010
I had this problem myself a little bit ago and i did this:
I made the shilds fly forward. You could make them fly forward in every second frame and back in the others. I think this should do it. The only problem is, that they are shaking a little bit.
RE: questions about facing - Simoneon - 02-04-2010
Actually just opoint 3 shields and you're done. Or... what?
If you want those two shields to be at the above&below from char position then you just have to opoint three ball - one normal, one with hit_j: 60 (f/e) and one with hit_j: 40 (f/e)
Hope that helps :>
RE: questions about facing - Sutetsu - 02-04-2010
The problem is the following:
Its like the shilds are reacting to each other and pushing themselves away. So they are all flying. The ones above you to the left and the ones under you to the right. Its like this every time.
Then I really never faced that kind of trouble - can't really imagine what do you mean ;/
Whatever. - Simoneon
Edit: Just try it out then =D
RE: questions about facing - MH-Razen - 02-04-2010
<|
P|
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this situation - do you mean the problem with facing 20 that they drift away or so? cou could solve this with dvx/y/z 550 - in case I got your propblem and drawing right... 550 stop movement on the axis y<ou put it on...
RE: questions about facing - Azriel - 02-04-2010
use state: 3000 in frames 1~3
Azriel~
RE: questions about facing - NoneX - 02-05-2010
thx fixed the first problem ^^
Now I got another Problem how i can change the distance between the balls, I made with the facing
RE: questions about facing - MH-Razen - 02-05-2010
with the facing? no way, this is generated automatically, but if you activate two balls with two opoints instead of facing 20 you can let the first one start at frame 50 which has a hit_j: 49 and the second at frame 51 with a hit_j 51 - both frames have a next 999 - if the distance is not large enough make the wait longer or put another hit_j - 50 is the middle, 40/51 is up and down for 1px and so on...
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