Hitting a character that is lying on the ground, with input same as a regular punch - 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) +--- Thread: Hitting a character that is lying on the ground, with input same as a regular punch (/showthread.php?tid=9709) |
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Hitting a character that is lying on the ground, with input same as a regular punch - Memento - 03-14-2015 What I want to make is a template that can kick another template while he's in his lying frames. I want him to do this without a special input, so simply by standing above him and hitting 'attack' I know it is possible, SWU-Dennis was given a move like this when I was in the SWU LF2 team. It even worked correctly with the use of cpoint, something that I can't seem to get right. It seems the SWU LF2 team never released Dennis with the move on him.. Too bad, because I wanted to study this data of course. Anyway, I have been trying some stuff myself, and now I have 2 options for this attack: Method 1: Using a special input (DvA) and a cpoint. He can grab and attack the opponent, but afterwards, he jumps up. Lying frame with bdy: Code: <frame> 230 lying Code: <frame> 235 kick So the main problem is that after being hit, the hurt template should remain lying on the ground, but he jumps up. I've been trying to fix this for a couple of hours now... The second problem is: can I diffirentiate between lying on the back or on the front, as you always send the opponent to one frame (frame 239)? Using '239 241' (where 241 would be lying on the front) doesn't work. Method 2: using a special input without involving cpoint. You just need the bdy in the lying frames and realise the hit using an itr. itr: kind: 0 x: 10 y: 0 w: 60 h: 10 dvx: 2 bdefend: 0 injury: 50 fall: -1 arest: 10 itr_end: Fall: -1 is there so that the opponent won't go to his jumping frame. So I really want to know - how I can make this happen by pressing only 'attack' while standing above him; - how to keep him on the ground, instead of jumping up after being caught; - how to keep him in the same lying position as how you found him (so either face down, or face up) I hope someone can help me with this. I couldn't find a solution on the forum. RE: Hitting a character that is lying on the ground, with input same as a regular punch - Som1Lse - 03-14-2015 How about adding a bdy: to every lying frame, that is placed at y: 1000 or whatever, and an itr: placed at the same y: value in every attack frame that should be able to hit a character when lying. You may have to tweak it; I am particularly thinking of fall: in this case. RE: Hitting a character that is lying on the ground, with input same as a regular punch - STM1993 - 03-15-2015 (03-14-2015, 06:00 PM)Memento Wrote:Still a coordinates issue. I used "kind: 1 x: 78 y: 6" on frame 238 and the victim won't be displaced by 39 pixels behind and also won't be too high in the air leading to jumping issue.STM1993 Wrote: EDIT:Lol, I just decided it would be better to make a topic instead. Sorry :p
The victim is moved to the catcher's position, so it might look a bit odd that the body is moving towards the catcher rather than the catcher moving towards the body. You can give the catcher an itr kind 8 at the beginning so he would align to the body before catching so its the catcher who suddenly moves to the body instead; I don't know a smoother method to do it. RE: Hitting a character that is lying on the ground, with input same as a regular punch - Rhino.Freak - 03-15-2015 Have you tried giving the lying bodies a bdy of a unique 'y' value and that putting an ik8 in punch's starting frame that has a dvx leading to the ground punch? Also the lying bodies have another set of special y bodies which will get hit by the punch only.. RE: Hitting a character that is lying on the ground, with input same as a regular punch - Ramond - 03-15-2015 I just want to point out whether you've considered how future frames will be handled after the lying character gets hit. As it seems now (if you want to redirect the hit character back to the lying frames), the lying frame's "wait" will always reset each time the character is hit, so the attacker can indefinitely keep hurting the lying character who isn't able to get up. That is unless you've already included some mechanic that allows for manual 'getting up' somehow, in which case I retract my statement. |