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[solved] Problems with Hit_Fa: 3 in T3 objects - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +---- Forum: Solved Problems (https://lf-empire.de/forum/forumdisplay.php?fid=14) +---- Thread: [solved] Problems with Hit_Fa: 3 in T3 objects (/showthread.php?tid=6108) Pages:
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[solved] Problems with Hit_Fa: 3 in T3 objects - NocturneSama - 02-12-2011 Hello there, DCers! I'm with a little problem here, and i would like to get a few ways to solve it. In my mod, i'm trying to make a homing shark attack, and for it, i'm using a t3 object with Hit_Fa: 3 (which makes the object chase the enemy through z and x axis). The object really chases the enemy, but it does not flip! I mean, if the object needs to change his direction, it changes, but the sprite doesn't! In NTSD, Deidara uses a move where little spiders chase the enemy slowly, and they flip when needed. How can i do it? RE: Problems with Hit_Fa: 3 in T3 objects - empirefantasy - 02-12-2011 1.See if the number of pic is correct. 2.See if your frames are combinated correctly (means that numbers of frames and next: must be correct) Post hare all your frames so we can see them,so an advanced DCer can give you an answer. RE: Problems with Hit_Fa: 3 in T3 objects - Alblaka - 02-12-2011 hit_fa: 3 is NOT a real chasing trigger. It's actually only be used to start the gravity-affected hit_fa's (Firzen's and Jan's chase), whose (for whatever reason) need a starting hit_fa:3 frame or will otherwise crash the game. Don't use hit_fa:3 as a normal chase T3, i don't think it was ever intended to work as such. And as it seems, it plainly doesn't ^^' You could try taking a normal chase (1,2 etc) and adding a dvy: 550. Though i'm not sure whether that does work. RE: Problems with Hit_Fa: 3 in T3 objects - NocturneSama - 02-12-2011 @empirefantasy: everything is correct; the images and the frames are working properly. @Alblaka: Hit_Fa: 1 and 2 ignore any dvy: 550 used... i know hit_Fa: 3 is not a real chasing trigger, but it does really work well, except for this non-flipping problem. RE: Problems with Hit_Fa: 3 in T3 objects - Azriel - 02-12-2011 you can try hit_Fa: 7 in the flying frames (you need to have the hit_Fa: 3 on the startup frame before it goes to the hit_Fa: 7 ones because LF2 crashes if it doesn't) if that doesn't work (i'm not sure if 7 flips facing), you could add a frame with hit_Fa: 1 wait: 0 every few frames Azriel~ RE: Problems with Hit_Fa: 3 in T3 objects - NocturneSama - 02-13-2011 @Azriel - the problem with your suggestion is that the object will keep chasing the enemy in the y axis, and i don't want it. RE: Problems with Hit_Fa: 3 in T3 objects - Azriel - 02-13-2011 hit_Fa: 1 wait: 0 every few frames that means hit_Fa: 1 only pops up once every 10 frames or sth, so it always chases down, but during that wait: 0 hit_Fa: 1 frame, it can change its facing, and hardly any y axis movement. i.e. hit_Fa: 3, 3, 3, 3, 3, 3, 3, 3, 3, 1 (flip frame), 3, 3, 3, 3, 3, 3, 3, 3, 3, 1 (flip frame) Azriel~ RE: Problems with Hit_Fa: 3 in T3 objects - NocturneSama - 02-13-2011 got your point, but the problem is that the image will flip only when the object reaches the (Hit_Fa: 1) frame, and this moment could not coincide with the moment the object is actually flipping his movimentation. RE: Problems with Hit_Fa: 3 in T3 objects - Alblaka - 02-13-2011 (02-13-2011, 07:28 PM)NocturneSama Wrote: got your point, but the problem is that the image will flip only when the object reaches the (Hit_Fa: 1) frame, and this moment could not coincide with the moment the object is actually flipping his movimentation. The object will check "is enemy behind me" every frame and try to flip everytime it detects that situation. With Azriels method it will get the chance to flip every 10 frames. Your argument is invalid :P (Though, may one frame isn't enough to nullify dvx movement which is ned for flipping, imo...) edit@modedit: Je, but i once managed to create a fail-chase that was semi-chasing but couldn't flip for some weird reason. I don't remember the exact settings i used, but i think it was similar to this thingy ^^' RE: Problems with Hit_Fa: 3 in T3 objects - TheNave - 02-13-2011 I just checked how it's done in NTSD, we used a hit_Fa: 14 there, try it |