[solved] chasing t3(transformed from t0) - forgetlatios - 05-03-2010
(lol it's been awhile since i had a dc problem xD)
ok i'm working on a new henry-disk thingie for my mod.
what's supposed to happen: henry stands on a disk and plays his flute
what's happening: he stands on a stationary disk and plays his flute. also, i put an opoint (t0) in the disk frames but the exe still thinks i'm dead.
disk-frames
DC-Code:
<bmp_begin>
name: Henry_Disk
head: sprite\sys\henry_f.bmp
small: sprite\sys\henry_s.bmp
file(0-12): sprite\sys\henry_biscuit.bmp w: 99 h: 99 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3006 wait: 1 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
sound: data\076.wav
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3006 wait: 1 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 2 flying
pic: 2 state: 3006 wait: 1 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 3 flying
pic: 3 state: 3006 wait: 1 next: 4 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 4 flying
pic: 0 state: 3006 wait: 1 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 5 flying
pic: 1 state: 3006 wait: 1 next: 6 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 6 flying
pic: 2 state: 3006 wait: 1 next: 7 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 7 flying
pic: 3 state: 3006 wait: 1 next: 100 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 10 hiting
pic: 0 state: 3001 wait: 1 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 0 state: 3002 wait: 1 next: 180 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 0 state: 3006 wait: 3 next: 1 dvx: -14 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 100 flying
pic: 1 state: 3006 wait: 1 next: 101 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 101 flying
pic: 2 state: 3006 wait: 1 next: 102 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 102 flying
pic: 3 state: 3006 wait: 1 next: 103 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 103 flying
pic: 0 state: 3006 wait: 1 next: 104 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 104 flying
pic: 1 state: 3006 wait: 1 next: 105 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 105 flying
pic: 2 state: 3006 wait: 1 next: 106 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 106 flying
pic: 3 state: 3006 wait: 1 next: 210 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 1
itr:
kind: 0 x: 8 y: 1 w: 74 h: 19 dvx: 14 fall: 70 vrest: 25 bdefend: 20 injury: 50
effect: 1
itr_end:
bdy:
kind: 0 x: 8 y: 1 w: 74 h: 19
bdy_end:
itr:
kind: 10 x: -184 y: -37 w: 438 h: 200 vrest: 1 injury: 1 zwidth: 76
itr_end:
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
<frame> 180 flying
pic: 0 state: 4004 wait: 1 next: 180 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 50 y: 80 action: 20 dvx: 0 dvy: 0 oid: 214 facing: 1
opoint_end:
<frame_end>
<frame> 210 flying
pic: 0 state: 4004 wait: 1 next: 210 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 50 y: 80 action: 4 dvx: 10 dvy: 0 oid: 214 facing: 1
opoint_end:
<frame_end>
<frame> 250 flying
pic: 0 state: 3006 wait: 1 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 45 centery: 88 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 0 y: 0 action: 398 dvx: 0 dvy: 0 oid: 4 facing: 1
opoint_end:
<frame_end>
|
the dummy:
DC-Code:
<frame> 398 dummy
pic: 23123 state: 9998 wait: 0 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
|
transformation frame
DC-Code:
<frame> 250 flute
pic: 140 state: 4230 wait: 1 next: 250 dvx: 0 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 350
wpoint:
kind: 1 x: 39 y: 48 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 22 y: 8 w: 36 h: 73
bdy_end:
<frame_end>
|
note: i didn't use the "stick using ik8" method because i can't use it. looks bad if you hit it in the middle of flight. and
henry's id: 4
disk id: 230
i have the new state 4XXX(transform without +140 pics, in same frame after transformed)
edit: forgot, i'm using bambegg's transform-to-ball method
RE: chasing t3(transformed from t0) - MH-Razen - 05-03-2010
well, you try to transform into a disk - i dont know if there`s a hex solution to make the exe think you`re not dead - but transforming into t3 is still not possible - and this: state: 4230 makes you transform into one (in case I got everything right).
for more: I`m not sure why you use state 9998 in this dummy frame - cause of the no-shadow? I`m not sure if it has some bad effects, I just use 3005...
RE: chasing t3(transformed from t0) - Taniaetc - 05-03-2010
@MH: Well, state 9998 DELETES itself...
@Topic: Why do you use wait: 0 in the dummy frame? it would delete in no time, so the exe'll think that there's no more "someone of ur team". Try to use wait 30 or at least higher than 10.
RE: chasing t3(transformed from t0) - forgetlatios - 05-03-2010
ok@ tania: works now- stupid me
@MH: lol
@topic: so now i need to know if a t3 from a t0 can chase... its still not chasing...
RE: chasing t3(transformed from t0) - Reaper - 05-03-2010
In general it should be able to chase. I'm not sure whether that solves the problem, but chases with hit_Fa: 1 use set frames for curves and straights. I think it's like 0-1-2-3 for curves and 4-5-6-7 for straights or something. It might be that it won't work with your frames 0-1-2-3-4-5-6-7-100-...
RE: chasing t3(transformed from t0) - Lauli - 05-03-2010
You could play a bit around with some "fake" disks.
So, it would be as if you create a normal ball, but instead, the ball looks like the actual char.
You know...
He opoints the fake-henry-on-disk, and the actual char makes himself invisible.
Then use some relocation-techniques (or I don't know how to call them) to make the actual Henry end up where the fake-Henry was.
Hope you get the idea.
RE: chasing t3(transformed from t0) - forgetlatios - 05-03-2010
maybe... two t3s, one of them henry and the other the disk, and henry-t3 sticks to the disk via ik8? once either is destroyed, an itr destroys the other, if it isn't already gone, and henry-t3 turns back to normal henry in falling frames... i'll do it tomorrow, now i have inspiration to sprite a spritesheet.
RE: chasing t3(transformed from t0) - Lauli - 05-03-2010
Oh, another idea.
The disk could actually catch henry, and then fly around with him.
I'm not very familiar with catching & all that, but it could be worth a try.
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