looped skill with ending animation - Onyx - 11-11-2014
Yo, it's me again 
So, when Firzen cannon ends he don't go into standing frame, he just activate frame 280,
but how when Firzen ball is looped?
Only hit_d: and hit_j: is seted to 280 (last, ending animation of Firzen Ball)
so here's the key? i made a skill using cpoint, guy catch enemy and attack him with series of punch,
but its looped (decerease used in cpoint makes end of this loop) and after he's done he's goin to standing frame,
but i want them to go into frame called catchingE (because its look better) now question HOW?
I tried to set hit_d:296 and mp: -1 but it's still dont working, help please! below there is code 
sorry for my chaotic eng, but u know im not good at it at all XD...
Code: <frame> 291 catchingLOOP
pic: 141 state: 9 wait: 1 next: 292 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0
opoint:
kind: 1 x: 42 y: 61 action: 0 dvx: 1 dvy: 0 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 61 y: 29
vaction: 130 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 54 y: 48 weaponact: 20 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 292 catching
pic: 147 state: 9 wait: 1 next: 293 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0
sound: data\014.wav
opoint:
kind: 1 x: 42 y: 41 action: 0 dvx: 2 dvy: -1 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 55 y: 28
injury: 10 vaction: 132 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 293 catching
pic: 153 state: 9 wait: 1 next: 294 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0
opoint:
kind: 1 x: 42 y: 51 action: 0 dvx: 2 dvy: 0 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 61 y: 29
vaction: 130 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 54 y: 48 weaponact: 20 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 294 catching
pic: 154 state: 9 wait: 1 next: 295 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0
opoint:
kind: 1 x: 42 y: 41 action: 0 dvx: 1 dvy: -1 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 61 y: 29
vaction: 130 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 54 y: 48 weaponact: 20 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 295 catching
pic: 150 state: 9 wait: 1 next: 291 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0
sound: data\014.wav
opoint:
kind: 1 x: 42 y: 41 action: 0 dvx: 2 dvy: 0 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 55 y: 28
injury: 9 vaction: 132 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 296 catchingE
pic: 150 state: 7 wait: 1 next: 297 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 297 catchingE
pic: 149 state: 7 wait: 1 next: 298 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 17 y: 13 w: 32 h: 67 dvx: 0 dvy: 0 fall: 70 vrest: 10 bdefend: 60 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
<frame> 298 catchingE
pic: 50 state: 7 wait: 1 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 60 y: 42 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 17 y: 13 w: 32 h: 67 dvx: 0 dvy: 0 fall: 70 vrest: 10 bdefend: 60 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
RE: looped skill with ending animation - YinYin - 11-11-2014
The hit_d: only works like that with negative mp: - you are missing that here. Post the code where you tried that and it didn't work.
RE: looped skill with ending animation - Onyx - 11-11-2014
But is there a option that i can't stop that attack by pressing any button, and its ending with animation that i want? or that hit_d is needed?
@edit
Code: <frame> 291 catchingLOOP
pic: 141 state: 9 wait: 1 next: 292 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0 mp: -1
opoint:
kind: 1 x: 42 y: 61 action: 0 dvx: 1 dvy: 0 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 61 y: 29
vaction: 130 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 54 y: 48 weaponact: 20 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 292 catching
pic: 147 state: 9 wait: 1 next: 293 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0 mp: -1
sound: data\014.wav
opoint:
kind: 1 x: 42 y: 41 action: 0 dvx: 2 dvy: -1 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 55 y: 28
injury: 10 vaction: 132 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 293 catching
pic: 153 state: 9 wait: 1 next: 294 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0 mp: -1
opoint:
kind: 1 x: 42 y: 51 action: 0 dvx: 2 dvy: 0 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 61 y: 29
vaction: 130 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 54 y: 48 weaponact: 20 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 294 catching
pic: 154 state: 9 wait: 1 next: 295 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0 mp: -1
opoint:
kind: 1 x: 42 y: 41 action: 0 dvx: 1 dvy: -1 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 61 y: 29
vaction: 130 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 54 y: 48 weaponact: 20 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 295 catching
pic: 150 state: 9 wait: 1 next: 291 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 296 hit_j: 0 mp: -1
sound: data\014.wav
opoint:
kind: 1 x: 42 y: 41 action: 0 dvx: 2 dvy: 0 oid: 231 facing: 1
opoint_end:
cpoint:
kind: 1 x: 55 y: 28
injury: 9 vaction: 132 throwvz: -842150451 hurtable: 0 throwinjury: -842150451 decrease: -3
cpoint_end:
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 296 catchingE
pic: 150 state: 7 wait: 1 next: 297 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
<frame_end>
<frame> 297 catchingE
pic: 149 state: 7 wait: 1 next: 298 dvx: 0 dvy: 0 centerx: 43 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 61 y: 34 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 17 y: 13 w: 32 h: 67 dvx: 0 dvy: 0 fall: 70 vrest: 10 bdefend: 60 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
<frame> 298 catchingE
pic: 50 state: 7 wait: 1 next: 999 dvx: 0 dvy: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 60 y: 42 weaponact: 35 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 17 y: 13 w: 32 h: 67 dvx: 0 dvy: 0 fall: 70 vrest: 10 bdefend: 60 injury: 45
effect: 4
itr_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>
Now with mp: -1 and hit_d
but still the same, here's video:
http://i.gyazo.com/69a363f357dba9bec6ecdf2e8e062c56.mp4
RE: looped skill with ending animation - STM1993 - 11-11-2014
I don't think there's a way to go to a frame you want at the end of a loop using cpoint's decrease tag as a timer.
I would suggest you make the grabbing finish by default if you don't press anything instead. Unless you want this to work in F6, you can use hit_d: and mp: - to make your character continue the grabbing loop if you hold down back.
RE: looped skill with ending animation - YinYin - 11-11-2014
Yes, hit_d is required. However you can prevent the key from working by adding and impossibly high mp value to the frame it leads to - e.g.:
<frame> 296 mp: 600
You will still be able to stop it by pressing backwards while your character is touching the ground (this is used to stop Firens D>J like normal running).
Now the video cannot really show me that it doesn't stop into 296 correctly - or does it?
edit: good spot on the cpoint decrease STM - that can be removed or replaced with whatever Louis' whirlwind throw uses to not stop early.
RE: looped skill with ending animation - Onyx - 11-11-2014
YinYin Wrote:Now the video cannot really show me that it doesn't stop into 296 correctly - or does it? No, cause when he's done he go into standing frame instead of ending this with changing color from yellow to normal.
Anyway ty for help bros but i decided to make that 30 frames more to make it with correct end.
@Edit
Now looks way better ;D
http://i.gyazo.com/9a6ce6e492ac1d428c86bd423eba8d3a.mp4
|