[solved] ik8 problems... - forgetlatios - 05-28-2010
yea- actually i'm not sure if ik8 specifically is the problem... but lol this move has ~5 uses of ik8. so yea. what i'm currently trying to do is make dennis' DvA "teleport" to close enemies, and only if there is an enemy nearby should he continue to attack. if not, he kicks and goes back to standing. so...
chara(dennis)
DC-Code:
<frame> 265 many_foot
pic: 13 state: 3 wait: 0 next: 320 dvx: 2 dvy: 0 dvz: 0 centerx: 35 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 175
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 18 y: 17 w: 33 h: 63
bdy_end:
<frame_end>
<frame> 320 many_foot
pic: 13 state: 3 wait: 1 next: 266 dvx: 2 dvy: 0 dvz: 0 centerx: 35 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 175
wpoint:
kind: 1 x: 37 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 18 y: 17 w: 33 h: 63
bdy_end:
opoint:
kind: 1 x: 26 y: 79 action: 309 dvx: 0 dvy: 0 oid: 230 facing: 0
opoint_end: #opoint ball with ik8(later i'll explain)
<frame_end>
<frame> 266 many_foot
pic: 162 state: 3 wait: 6 next: 267 dvx: 1 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 33 y: 45 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 9 y: 14 w: 35 h: 65
bdy_end:
itr:
kind: 0 x: 12 y: 51 w: 68 h: 17 dvx: 2 fall: 1 vrest: 7 bdefend: 16 injury: 27
itr_end:
opoint:
kind: 1 x: 26 y: 79 action: 309 dvx: 0 dvy: 0 oid: 9 facing: 0
opoint_end: #opoint disappear effect
itr:
kind: 8 x: -450 y: 1900 w: 750 h: 300 dvx: 277 injury: 0 zwidth: 200
itr_end: #ik8 move to (hopefully) opointed out T0
<frame_end>
<frame> 267 many_foot
pic: 163 state: 3 wait: 2 next: 999 dvx: 2 dvy: 0 dvz: 0 centerx: 30 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 18 y: 17 w: 33 h: 63
bdy_end:
bdy:
kind: 0 x: 18 y: 1017 w: 33 h: 63
bdy_end: #special bdy to remove effect if char has not moved
<frame_end>
<frame> 268 many_foot
pic: 164 state: 3 wait: 1 next: 269 dvx: 2 dvy: 0 dvz: 0 centerx: 33 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 38 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 21 y: 43 w: 63 h: 15 dvx: 2 fall: -1 vrest: 7 bdefend: 16 injury: 13
itr_end:
<frame_end>
<frame> 269 many_foot
pic: 165 state: 3 wait: 1 next: 270 dvx: 2 dvy: 0 dvz: 0 centerx: 34 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:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
<frame_end>
<frame> 270 many_foot
pic: 166 state: 3 wait: 1 next: 271 dvx: 2 dvy: 0 dvz: 0 centerx: 29 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 34 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 17 y: 35 w: 61 h: 13 dvx: 2 fall: -1 vrest: 7 bdefend: 16 injury: 12
itr_end:
<frame_end>
<frame> 271 many_foot
pic: 167 state: 3 wait: 1 next: 272 dvx: 2 dvy: 0 dvz: 0 centerx: 37 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 34 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
<frame_end>
<frame> 272 many_foot
pic: 168 state: 3 wait: 1 next: 273 dvx: 2 dvy: 0 dvz: 0 centerx: 20 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 34 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
<frame_end>
<frame> 273 many_foot
pic: 169 state: 3 wait: 1 next: 274 dvx: 2 dvy: 0 dvz: 0 centerx: 9 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 11 y: 20 w: 56 h: 60 dvx: 15 dvy: 5 fall: -1 vrest: 15 bdefend: 60 injury: 15
itr_end:
<frame_end>
<frame> 274 many_foot
pic: 179 state: 3 wait: 1 next: 275 dvx: 0 dvy: 0 dvz: 0 centerx: 15 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 21 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 275 many_foot
pic: 178 state: 3 wait: 1 next: 276 dvx: 0 dvy: 0 dvz: 0 centerx: 24 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: 9 y: 17 w: 39 h: 66
bdy_end:
<frame_end>
<frame> 276 many_foot
pic: 178 state: 3 wait: 1 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 24 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: 18 y: 17 w: 33 h: 63
bdy_end:
<frame_end>
<frame> 277 many_foot
pic: 163 state: 3 wait: 1 next: 278 dvx: -40 dvy: 0 dvz: 0 centerx: 30 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\001.wav
wpoint:
kind: 1 x: 32 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
<frame_end>
<frame> 278 many_foot
pic: 163 state: 3 wait: 0 next: 268 dvx: 550 dvy: 0 dvz: 0 centerx: 30 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 32 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
<frame_end>
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the "effect" works 100% btw
now the ball...(id 230 btw)
DC-Code:
<frame> 309 flying
pic: 3213210 state: 3005 wait: 3 next: 1000 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 8 x: -450 y: -1000 w: 750 h: 2000 dvx: 310 injury: 0 zwidth: 200
itr_end:
<frame_end>
<frame> 310 flying
pic: 3213210 state: 3000 wait: 3 next: 1000 dvx: 550 dvy: 550 dvz: 550 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 0 y: -1000 w: 79 h: 2000 dvx: 0 fall: -1 arest: 1 bdefend: 0 injury: 0
effect: 5
itr_end:
<frame_end>
and if hits something go to this frame(s)...
<frame> 10 many_foot
pic: 163213 state: 3005 wait: 0 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\020.wav
<frame_end>
<frame> 20 many_foot
pic: 163213 state: 3005 wait: 0 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\020.wav
<frame_end>
<frame> 30 many_foot
pic: 163213 state: 3005 wait: 0 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\020.wav
<frame_end>
<frame> 11 many_foot
pic: 163213 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 1 x: 89 y: 79 action: 302 dvx: 0 dvy: 0 oid: 9 facing: 1
opoint_end:
<frame_end>
|
the opoint there opoints out this...(dennis clone)
DC-Code:
<frame> 302 many_foot #speedish effect aka clone which makes it look cool
pic: 164 state: 3 wait: 1 next: 303 dvx: 2 dvy: 550 dvz: 550 centerx: 33 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 38 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 21 y: 43 w: 63 h: 15 dvx: 2 fall: 0 vrest: 7 bdefend: 16 injury: 11
itr_end:
bdy:
kind: 0 x: 9 y: 1914 w: 35 h: 300
bdy_end: #bdy for that first ik8 to move to here
<frame_end>
<frame> 303 many_foot
pic: 165 state: 3 wait: 1 next: 304 dvx: 2 dvy: 0 dvz: 0 centerx: 34 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:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 9 y: 2014 w: 35 h: 65
bdy_end:
<frame_end>
<frame> 304 many_foot
pic: 166 state: 3 wait: 1 next: 305 dvx: 2 dvy: 0 dvz: 0 centerx: 29 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 34 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 17 y: 35 w: 61 h: 13 dvx: 2 fall: 0 vrest: 7 bdefend: 16 injury: 16
itr_end:
bdy:
kind: 0 x: 9 y: 2014 w: 35 h: 65
bdy_end:
<frame_end>
<frame> 305 many_foot
pic: 167 state: 3 wait: 1 next: 306 dvx: 2 dvy: 0 dvz: 0 centerx: 37 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 34 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 9 y: 2014 w: 35 h: 65
bdy_end:
<frame_end>
<frame> 306 many_foot
pic: 168 state: 3 wait: 1 next: 307 dvx: 2 dvy: 0 dvz: 0 centerx: 20 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 34 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 49 y: 9 w: 18 h: 64 dvx: 12 fall: 70 vrest: 7 bdefend: 16 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 9 y: 2014 w: 35 h: 65
bdy_end:
<frame_end>
<frame> 307 many_foot
pic: 169 state: 3 wait: 1 next: 310 dvx: 2 dvy: 0 dvz: 0 centerx: 9 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 22 y: 46 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 11 y: 20 w: 56 h: 60 dvx: 15 dvy: 5 fall: 70 vrest: 15 bdefend: 60 injury: 18
itr_end:
<frame_end>
<frame> 309 many_foot #effect, also disappearing for the kicks
pic: 1321321 state: 3005 wait: 12 next: 310 dvx: 550 dvy: 550 dvz: 550 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 8 x: 18 y: 1017 w: 33 h: 63 dvx: 318 injury: 0
itr_end:
<frame_end>
<frame> 310 many_foot
pic: 188 state: 15 wait: 1 next: 311 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 310 many_foot
pic: 189 state: 15 wait: 1 next: 311 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 311 many_foot
pic: 190 state: 15 wait: 1 next: 312 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 312 many_foot
pic: 191 state: 15 wait: 1 next: 313 dvx: 0 dvy: 0 dvz: 0 centerx: 20 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 313 many_foot
pic: 192 state: 15 wait: 1 next: 314 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 314 many_foot
pic: 193 state: 3005 wait: 1 next: 315 dvx: 0 dvy: 0 dvz: 0 centerx: 20 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 315 many_foot
pic: 194 state: 3005 wait: 1 next: 316 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 316 many_foot
pic: 195 state: 3005 wait: 1 next: 317 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 317 many_foot
pic: 196 state: 3005 wait: 1 next: 318 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 318 many_foot
pic: 1932131236 state: 3005 wait: 0 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 26 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
|
sorry if i missed any thing here...
btw, i think the problem is somewhere in frame 310 of the ball- i know it makes it there as long as an enemy is in range, though it doesn't hit him with the ik0. which is ridiculous. btw if i stand on the same x-cord and not far away in the z-cord, it amazingly works... o.O
RE: ik8 problems... - no one - 05-28-2010
zwidth: 200 can't cover the whole z axis. Increase the value to 500 or 1000. It should solve the "stand on the same x-cord and not far away in the z-cord" problem.
Is that's the only bug you've encountered? Does the move work fine when you're within the effective range?
RE: ik8 problems... - forgetlatios - 05-28-2010
when i made it in a different way(put the ik8 directly in the char), zwidth: 100 was good enough... i put 200 there, but it hits the same range as... firen explosion with a zwidth of 37. D: its not even meant to hit the entire z-cord.
and there haven't been any more problems(yet).
btw, it should have a range along the x-cord of 750 pixels... but now i'm getting... 40 px lol
edit: i realised the problem... the ball with the ik8 is sticking to the char that summoned it...
~solved for me
RE: ik8 problems... - no one - 05-28-2010
I experimented with the code you give and I just realize one problem
You need to remove the bdy in the character's opoint frame and give change the wait: value to 3. Itr/kind: 8 make the ball thing stick to the closest guy regardless of the side he/she belong to, which mean your character sucked up the ball before it can touch any other.
EDIT: Scratch it, you ninja'ed me
RE: ik8 problems... - WoodySmasher - 05-28-2010
You sure the char goes to the enemy only? Sounds like my ExtremeSpeed in WindSlaver! Isn't it easy to use a state: 400 teleportation followed up by catching act: XXX?
RE: ik8 problems... - forgetlatios - 05-28-2010
wanna know my response? ITS DAMN FREAKIN OVERPOWERED MAN. D: i think that i like this method more- its foolproof. it will only work at a range, not against allies, and only start if the enemy is close enough.
edit: though may not work if an ally is too close... but meh. i'll work on that later.
RE: ik8 problems... - WoodySmasher - 05-29-2010
Hey the ExtremeSpeed require almost all of the mp & need a couple of seconds to start. It's faster than light XD. You should be able to hit the enemy with 90% accuracy.
Anyway i told u about itk8 it works for all. Use a ball 3000 hitting or john's shield's itk a:xxx d:xxxx to determine enemies position.
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