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[solved] Nigative dvy with a ltr problem - 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] Nigative dvy with a ltr problem (/showthread.php?tid=7171) Pages:
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[solved] Nigative dvy with a ltr problem - A-Man - 10-18-2011 My problem in brief is: I have a negative dvy+ltr in a move. When the move hits an opponent the char goes extra up more than I wanted and noted in the dvy tag... Is there any way to prevent this extra going up when the moves hit??. I tried missing with the centery but a lot of glitches appeared. Any help would be appreciated. RE: Nigative dvy with a ltr problem - MH-Razen - 10-18-2011 actually if you put a dvy: 50 for example, the char won`t go up 50 px, the 50 is more a variable for a function which calculates the height yoyu fly, so my suggestion is you make the dvy smaller and try out which value is good for your move... RE: Nigative dvy with a ltr problem - mfc - 10-18-2011 Negative dvy makes char go high. dvy: -2 -a little high dvy: -7 -higher dvy: -45 -more higher dvy: -70 -more more higher These are not special numbers. As you decrease the number; char goes higher.. Edit: mh ninja'ed:P RE: Nigative dvy with a ltr problem - Azriel - 10-18-2011 dvy: -50 means go up 50 pixels per time unit; also every time unit, t0 objects experience a 1.7 pixel gravitational force to the ground so t0s will actually go up by 50² / (2 * 1.7) = 735 pixels before coming down if hit by that itr Azriel~ RE: Nigative dvy with a ltr problem - AKA_Mathieu - 10-18-2011 @Azriel: Very interesting your explanation, but wait a minute... Why 50² and why 1.7 is multiplied by 2? ( I'm not saying your explanation is wrong, i'm just trying to understand 'cause i'm a noob )
RE: Nigative dvy with a ltr problem - Silverthorn - 10-18-2011 y(t) = 1/2*a*t² + v0*t + y0 <= Basic equation for any object flying around y'(t) = a*t + v0 = 0 <= Derivative, used to get the max/min-values a = 1.7; v0 = -50 a = acceleration, v0 = start velocity y'(t) = 1.7*t - 50 = 0 <=> 50 = 1.7t <=> 50/1.7 = t <= this tells you when the maximum point is reached y(50/1.7) = 0.85*(50/1.7)² -50*(50/1.7) + 0 y(50/1.7) ~ -735.29 <= this tells you the number of pixels relative to the ground, y-axis faces downwards Yeah, good ol' mathma saves the day ![]() So, in short: Maximum height is determined by the following formula: y = (dvy)²/(3.4) RE: Nigative dvy with a ltr problem - mfc - 10-18-2011 D: ! All this physics stuff looks so complicated! (at least i know that "(v(start))*t + (1/2)*g*(t^2)" gives us the height from starting point) But, how do you know the acceleration value of gravity? From hex? o_O RE: Nigative dvy with a ltr problem - A-Man - 10-18-2011 I guess that formula will not work when hitting 20 foes (knowing that sounds weird)......... I even tried using dvy: -3.4 so 11.56/3.4=3.4+same hight. I guess this can be solved by disabling the lagging when hitting thing using hex. Dunno, maybe U have a dc solution or an admin may please move this to HEX forums.. RE: Nigative dvy with a ltr problem - Silverthorn - 10-18-2011 (10-18-2011, 12:33 PM)xmfcx Wrote: But, how do you know the acceleration value of gravity?Yeh, the gravity-constant is hardcoded in LF2. The first method that extensively made use of this constant is >Windmill's Flying Technique< (10-18-2011, 01:22 PM)A-MAN Wrote: I guess that formula will not work when hitting 20 foes (knowing that sounds weird)......... I even tried using dvy: -3.4 so 11.56/3.4=3.4+same hight. I guess this can be solved by disabling the lagging when hitting thing using hex. Dunno, maybe U have a dc solution or an admin may please move this to HEX forums..As far as I know, it's virtually impossible to remove that hit-lag because it is an embedded part of the game-logic (which requiress way too much editing to be profitable). Can you elaborate in which way this formula does not work? Do enemies get hit higher/lower than they should? RE: Nigative dvy with a ltr problem - mfc - 10-18-2011 Dvy tag doesn' work if fall value of itr is smaller than 70. Also you don't need to calculate complicated things like that. Just try dvy: -1, you didn't like it? Then try dvy: -2, ... And also theese are same in dc programming: 1,8=1,5=1,999=1,45368=1. The numbers after comma aren't used. Can you tell me what exactly do you want? Also @topic title: not nIgative, nEgative |