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[solved] Opoint problem - Printable Version

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[solved] Opoint problem - Infern112 - 10-31-2010

Why frame walking, running (and the spectacle below) Opoint not allowed to read?

In frames, for example: jump stance and everything is working properly...

Code:
frame 5 walking
pic: 4 state: 1 wait: 4 next: 999 dvx: 0 dvy: 0 centerx: 32 centery: 79 hit_a: 65 hit_d: 0 hit_j: 0 hit_Da: 250 hit_Fj: 239 hit_Fa: 265 hit_ja: 299 hit_Ua: 359 hit_Dj: 306 hit_Uj: 287
bdy:
kind: 0 x: 25 y: 30 w: 28 h: 50
bdy_end:
opoint:
kind: 1 x: 25 y: 75 action: 21 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
frame_end

frame 6 walking
pic: 5 state: 1 wait: 4 next: 999 dvx: 0 dvy: 0 centerx: 32 centery: 79 hit_a: 65 hit_d: 0 hit_j: 0 hit_Da: 250 hit_Fj: 239 hit_Fa: 265 hit_ja: 299 hit_Ua: 359 hit_Dj: 306 hit_Uj: 287
bdy:
kind: 0 x: 19 y: 31 w: 29 h: 46
bdy_end:
opoint:
kind: 1 x: 25 y: 75 action: 21 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
frame_end

frame 7 walking
pic: 6 state: 1 wait: 4 next: 999 dvx: 0 dvy: 0 centerx: 32 centery: 79 hit_a: 65 hit_d: 0 hit_j: 0 hit_Da: 250 hit_Fj: 239 hit_Fa: 265 hit_ja: 299 hit_Ua: 359 hit_Dj: 306 hit_Uj: 287
bdy:
kind: 0 x: 24 y: 30 w: 34 h: 49
bdy_end:
opoint:
kind: 1 x: 25 y: 75 action: 21 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
frame_end

frame 8 walking
pic: 7 state: 1 wait: 4 next: 999 dvx: 0 dvy: 0 centerx: 32 centery: 79 hit_a: 65 hit_d: 0 hit_j: 0 hit_Da: 250 hit_Fj: 239 hit_Fa: 265 hit_ja: 299 hit_Ua: 359 hit_Dj: 306 hit_Uj: 287
bdy:
kind: 0 x: 22 y: 32 w: 25 h: 47
bdy_end:
opoint:
kind: 1 x: 25 y: 75 action: 21 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
frame_end

Sorry for bad English...


RE: Opoint problem - Azriel - 10-31-2010

opoint only works in a frame activated by a "next:" tag; you can look at DarkLord's fusion running and use that technique for duplicate walking frames, and put the opoint in the duplicated frames, that might work (i haven't tested)



Azriel~


RE: Opoint problem - YinYin - 10-31-2010

opoints only work when the frame was activated through a next

try this

it works - just have to be carefull as that opoint is activated 30 times per second (depending on the games speed there)

Code:
frame 5 walking
pic: 4 state: 15 wait: 0 next: 305 dvx: 0 dvy: 0 centerx: 32 centery: 79 hit_a: 65 hit_d: 0 hit_j: 0 hit_Da: 250 hit_Fj: 239 hit_Fa: 265 hit_ja: 299 hit_Ua: 359 hit_Dj: 306 hit_Uj: 287
bdy:
kind: 0 x: 25 y: 30 w: 28 h: 50
bdy_end:
frame_end

frame 305 walking
pic: 4 state: 1 wait: 4 next: 999 dvx: 0 dvy: 0 centerx: 32 centery: 79 hit_a: 65 hit_d: 0 hit_j: 0 hit_Da: 250 hit_Fj: 239 hit_Fa: 265 hit_ja: 299 hit_Ua: 359 hit_Dj: 306 hit_Uj: 287
bdy:
kind: 0 x: 25 y: 30 w: 28 h: 50
bdy_end:
opoint:
kind: 1 x: 25 y: 75 action: 21 dvx: 0 dvy: 0 oid: 200 facing: 0
opoint_end:
frame_end



RE: Opoint problem - Marshall - 10-31-2010

Incidentally, I had the exact same problem earlier in the month. The following works as well
Walking:
    DC-Code:
<frame> 5 walking
   pic: 4  state: 1  wait: 0  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 235 hit_Fj: 255 hit_Uj: 285 hit_Dj: 267 hit_Ua: 295 hit_Da: 308 hit_ja: 370
   bpoint:
      x: 41  y: 35
   bpoint_end:
   wpoint:
      kind: 1  x: 32  y: 54  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 1  x: 40  y: 16  w: 25  h: 65  
      catchingact: 120 120  caughtact: 130 130  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 15  w: 27  h: 65
   bdy_end:
<frame_end>
 
<frame> 6 walking
   pic: 5  state: 1  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 235 hit_Fj: 255 hit_Uj: 285 hit_Dj: 267 hit_Ua: 295 hit_Da: 308 hit_ja: 370
   bpoint:
      x: 41  y: 35
   bpoint_end:
   wpoint:
      kind: 1  x: 29  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 1  x: 40  y: 16  w: 25  h: 65  
      catchingact: 120 120  caughtact: 130 130  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 15  w: 27  h: 65
   bdy_end:
   opoint:
      kind: 1  x: 39  y: 70  action: 238  dvx: 0  dvy: 0  oid: 239  facing: 0
   opoint_end:
<frame_end>
 
<frame> 7 walking
   pic: 6  state: 1  wait: 0  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 235 hit_Fj: 255 hit_Uj: 285 hit_Dj: 267 hit_Ua: 295 hit_Da: 308 hit_ja: 370
   bpoint:
      x: 41  y: 35
   bpoint_end:
   wpoint:
      kind: 1  x: 28  y: 55  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 1  x: 40  y: 16  w: 25  h: 65  
      catchingact: 120 120  caughtact: 130 130  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 15  w: 27  h: 65
   bdy_end:
<frame_end>
 
<frame> 8 walking
   pic: 7  state: 1  wait: 0  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 235 hit_Fj: 255 hit_Uj: 285 hit_Dj: 267 hit_Ua: 295 hit_Da: 308 hit_ja: 370
   bpoint:
      x: 41  y: 35
   bpoint_end:
   wpoint:
      kind: 1  x: 26  y: 56  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 1  x: 40  y: 16  w: 25  h: 65  
      catchingact: 120 120  caughtact: 130 130  
   itr_end:
   bdy:
      kind: 0  x: 28  y: 15  w: 27  h: 65
   bdy_end:
<frame_end>


Running
    DC-Code:
<frame> 9 running
   pic: 20  state: 2  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\003.wav 
   bpoint:
      x: 44  y: 38
   bpoint_end:
   wpoint:
      kind: 1  x: 60  y: 40  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
   opoint:
      kind: 1  x: 39  y: 70  action: 238  dvx: 0  dvy: 0  oid: 239  facing: 0
   opoint_end:
<frame_end>
 
<frame> 10 running
   pic: 21  state: 2  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 41  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bpoint:
      x: 49  y: 38
   bpoint_end:
   wpoint:
      kind: 1  x: 42  y: 50  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
<frame_end>
 
<frame> 11 running
   pic: 22  state: 2  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\004.wav 
   bpoint:
      x: 46  y: 39
   bpoint_end:
   wpoint:
      kind: 1  x: 19  y: 48  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 25  y: 19  w: 38  h: 60
   bdy_end:
<frame_end>


Basically, LF2 ignores the wait values as it's overridden by the walking/running speed which is at the very top when you open the data file with the data changer, then you add the opoints



RE: Opoint problem - Infern112 - 11-02-2010

Marshall method worked. Thanks for help;)