[solved] dodge/run attack - problem - Wiro - 06-01-2010
hey i'm making a char (for ctt) and i want it to use a teleport when dodging (rowing, run + d) and run attacking (run + a)
so technically when running and pressing d the char should do woody's dvj and when pressing a the woody's d^j
so far neither worked...but the punch thing still uses the mp...
codes:
DC-Code:
<frame> 100 rowing
pic: 138 state: 6 wait: 0 next: 251 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 50
sound: data\078.wav
wpoint:
kind: 1 x: 22 y: 42 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 101 rowing
pic: 138 state: 6 wait: 0 next: 251 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 57 y: 57 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 102 rowing
pic: 138 state: 6 wait: 0 next: 251 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 0 hit_Fj: 0
wpoint:
kind: 1 x: 40 y: 59 weaponact: 23 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 103 rowing
pic: 138 state: 6 wait: 0 next: 251 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 50
sound: data\078.wav
wpoint:
kind: 1 x: 22 y: 42 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 104 rowing
pic: 139 state: 6 wait: 0 next: 251 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 57 y: 57 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 105 rowing
pic: 138 state: 6 wait: 0 next: 251 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 0 hit_Fj: 0
wpoint:
kind: 1 x: 40 y: 59 weaponact: 23 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
|
DC-Code:
<frame> 85 run_attack
pic: 138 state: 3 wait: 0 next: 256 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 50
sound: data\078.wav
wpoint:
kind: 1 x: 22 y: 42 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 86 run_attack
pic: 139 state: 3 wait: 0 next: 256 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 57 y: 57 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 87 run_attack
pic: 138 state: 3 wait: 0 next: 256 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 85 hit_d: 0 hit_j: 0 hit_Ua: 0 hit_Fj: 0
wpoint:
kind: 1 x: 40 y: 59 weaponact: 23 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
|
DC-Code:
<frame> 250 teleport
pic: 138 state: 15 wait: 0 next: 251 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 50
sound: data\078.wav
wpoint:
kind: 1 x: 22 y: 42 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 251 teleport
pic: 139 state: 401 wait: 0 next: 252 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 57 y: 57 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 252 teleport
pic: 138 state: 15 wait: 0 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 hit_Ua: 0 hit_Fj: 0
wpoint:
kind: 1 x: 40 y: 59 weaponact: 23 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
|
DC-Code:
<frame> 255 teleport
pic: 138 state: 15 wait: 0 next: 256 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 50
sound: data\078.wav
wpoint:
kind: 1 x: 22 y: 42 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 256 teleport
pic: 139 state: 400 wait: 0 next: 257 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 57 y: 57 weaponact: 23 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 257 teleport
pic: 138 state: 15 wait: 0 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 85 hit_d: 0 hit_j: 0 hit_Ua: 0 hit_Fj: 0
wpoint:
kind: 1 x: 40 y: 59 weaponact: 23 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 21 y: 18 w: 43 h: 62
bdy_end:
<frame_end>
|
i probably messed with the states (?) cause i don't remember them exactly...
RE: dodge/run attack - problem - Bamboori - 06-01-2010
i suggest making the wait: 0 in the teleport frame to wait: 1
RE: dodge/run attack - problem - Wiro - 06-01-2010
lol solved...(wtf?) it really worked now
RE: dodge/run attack - problem - Bamboori - 06-01-2010
many problems are caused by a wait: 0.
always try that first if you got a problem
RE: [solved] dodge/run attack - problem - Alblaka - 06-02-2010
The cause is simple:
With wait:0 the engine has only 1 fps to perform the entire teleporting-procedure. > to low.
If you use an normal itr in a wait:0 frame it can happen the itr won't hit often, too.
In fact, for teleports i always use wait: 2.
Wait: 1 doesn't work (for me) if your enemy is (really) far away, either ^^
RE: [solved] dodge/run attack - problem - TheNave - 06-02-2010
yeah, wait: 2 is the best way
wait: 0 > Never works
wait: 1 > mostly works, but doesn't if your char has a dvx movement
wait: 2 > always works
the funny thing is, the teleporting actually works on wait: 0 if you activate the frame while pressing F2 :P
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