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[solved] dodge/run attack - problem - Printable Version

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+---- Thread: [solved] dodge/run attack - problem (/showthread.php?tid=5076)



[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 :D


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 :D


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