Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
catching problem
#1
Hey There ;)

Currently i am working on a move that pulls the enemy back to the char in midair... First thing i could think of was a ball that catches the enemy, but that doesnt work :/

here's my Code from the attack file which is opointed

    DC-Code:
<frame> 59 claw
   pic: 50 state: 3005 wait: 5 next: 60 dvx: 10 dvy: -3 dvz: 550 centerx: 63 centery: 110 hit_a: 0  hit_d: 0  hit_j: 0 
   itr:
      kind: 3  x: 44  y: 33  w: 50  h: 40  
      catchingact: 77 77  caughtact: 130 130  
   itr_end:
<frame_end>
<frame> 60 claw
   pic: 51 state: 3005 wait: 4 next: 61 dvx: 550 dvy: 550 dvz: 550 centerx: 63 centery: 110 hit_a: 0  hit_d: 0  hit_j: 0  
   itr:
       kind: 3  x: 44  y: 33  w: 50  h: 40 
      catchingact: 77 77  caughtact: 130 130  
   itr_end:
 
<frame_end>
<frame> 61 claw
   pic: 52 state: 3005 wait: 5 next: 1000 dvx: -10 dvy: 3 dvz: 550 centerx: 63 centery: 110 hit_a: 0  hit_d: 0  hit_j: 0  
   itr:
      kind: 3  x: 44  y: 33  w: 50  h: 40 
      catchingact: 77 77  caughtact: 130 130  
   itr_end:
<frame_end>
.
.
.
<frame> 77 claw
   pic: 50 state: 3005 wait: 5 next: 78 dvx: 10 dvy: -3 dvz: 550 centerx: 63 centery: 110 hit_a: 0  hit_d: 0  hit_j: 0 
   cpoint:
      kind: 1 x: 50 y: 35
      vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: 7 
   cpoint_end:
<frame_end>
<frame> 78 claw
   pic: 51 state: 3005 wait: 4 next: 79 dvx: 550 dvy: 550 dvz: 550 centerx: 63 centery: 110 hit_a: 0  hit_d: 0  hit_j: 0  
   cpoint:
      kind: 1 x: 50 y: 35
      vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: 7 
   cpoint_end:
 
<frame_end>
<frame> 79 claw
   pic: 52 state: 3005 wait: 5 next: 1000 dvx: -10 dvy: 3 dvz: 550 centerx: 63 centery: 110 hit_a: 0  hit_d: 0  hit_j: 0  
   cpoint:
      kind: 1 x: 50 y: 35
      vaction: 130  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: 7 
   cpoint_end:
<frame_end>



If you dont get what i mean here is a video



so after i send the enemy flying with a 3-hit-combo , i want to pull him back to me with the claw attack (at 0:05) but the enemy doesnt get catched ... ... would be nice if someone can help me ;)

greetings Q.D
Reply
Thanks given by:
#2
Try using state 9 not 3005.
btw, are u making a OnePiece mod???
[Image: signature.png]
A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

Reply
Thanks given by: Q.D
#3
Okay i will try that tomorrow .... Nah i dont want to make a One piece mod because there are too many One piece mods out there ... OPNW by infern OPGW by zxcv(which Is the best in my opinion) and OPGL by sesshoumaru/madara uchiha ... And it seems you are working on a op mod as well :D ... I Only coded ivankov,crocodile and enel for fun ^^
Reply
Thanks given by:
#4
Yeah, you are getting my point. People are getting sick of all the one piece mods out there (but some of 'em still love that fact; more mods for us to play!). Every time i come to think about it, I start to regret about the time i wasted. But since i started it, I won't stop. I have been working on it secretly for about a year. And now I made like 12 characters. I can't stop. But I assure you, I am gonna compete with that guy (zxcv). Anyway, i guess this was kinda off topic.
One more thing i wanted to add to the last post. Only use state 9 with the frames that got a cpoint in it.
[Image: signature.png]
A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

Reply
Thanks given by: Q.D
#5
use fall: 70 for the itr
itrs with fall below that cannot hit falling characters
Reply
Thanks given by: Jed37 , A-Man , Q.D
#6
Thanks a lot it works now, but for some reason the claw flies in the opposite direction when i get too close to the opponent...
has it something to do with that mirror thingy ? oO

here's a video so u can see what i mean

Reply
Thanks given by:
#7
no - thats because cpoint works that way
your object is probably surpassing the opponent already the moment it connects to catch
try experimenting with the itr area and the center to make sure this does not happen

have a look at where the itr in the walking frames of characters is for example - its at their very front to make it unlikely that the character is already too close, walking past his opponent - but still catching (in that case he would turn around too)
Reply
Thanks given by: Q.D
#8
okay thx alot it works now :)
i have another question to catching.... if the opponent gets hurt while he is catched, my char doesnt grab/catch him anymore .... can i somehow avoid that? ... but still i want him to be able to get hurt while he is catched... i just dont want my char to let him go
Reply
Thanks given by:
#9
Use the "injury:" tag in the cpoint itself.
[Image: signature.png]
A-Engine: A new beat em up game engine inspired by LF2. Coming soon

A-Engine Dev Blog - Update #8: Timeout

Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)