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[solved] Rowing clone delete problem
#11
oh, got ya :)
check if these ideas will work:
a) Is the clone opointed in the air? When he touches the ground, he'll automatically go to frame 0
b) Change state: 3 to state: 15. It has solved a lot of my probs ;)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#12
already changed it
dvy: 79
is that ok?
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#13
dvy: 79 will let the clone skyrocket to the ground :P
dvy: 550 will keep him in the air (if he is in the air)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
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#14
that's what I just said -.-'
Nave Wrote:then use dvy: 550
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#15
i don't mean dvy: i mean y: coordinates
AND WHY EVERYBODY THANKS EVERYONE FOR UNNECESSARY THINGS
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#16
maybe your oid is wrong [/jerk]

Nah, really, what height does your character pic have? If it's not 79, then you know the prob. (Although most probably it IS 79, am I not left (=right)?)

BTW: In my stage mode, I set a char to appear with act: xxx. When I play, sometimes he does it and sometimes he does not. Maybe it's something similar~
Although you say it never happened to you correctly before. Probably not.

Oh and, I don't know, but does it matter if there's no number after dvy: ? I just noticed there isn't in the 'cloned' frames. Think I'm being too picky :/
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#17
(11-15-2008, 03:08 PM)Lf2-hacker Wrote:  
Code:
opoint:
      kind: 1  x: 39  y: 79  action: 243  dvx: 0  dvy: 0  oid: 22  facing: 0
   opoint_end:

the y-axis of the opoint: has to be 99, and you have to change the centery (both clone and char) to 99~
You should try opening julian.dat~
Also put the state to 15, if not the clone will get stuck halfway~
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#18
but using y: 99 will make it work, i tried it cuz shadows will only act when the y: coordinates is at 99, so you also need to change all the centery~

In lf2-hacker's case, his clones will just appear but do not do the move cuz the y: coordinate is not at 99 so it will start a bit off, clones are type: 0 not type: 3~
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#19
itsmee, opointing something starts counting off (<-- heh) the pixels from the top of the char. If the char's height is 79 and centery is 79, opointing at y: 79 is just correct (check the mainsite if you have doubts).
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#20
yeah it is
definitly solved cause i made a ball opointed instead of a char
check my siggi if you want to see what it looks like
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