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Issue with performing a complex move
#1
! 
I COULD give you the extra-long code on request, but for now you'll get a text-form.

I've spent 2 hours now on hunting after a quite complicated bug.
What's meant to happen: Character obtains a upgrade (T3 following character via k8). Character uses Move A, whilst the wind-up, he spawns a T0bdy. The upgrade reacts to this T0bdy by spawning another T0bdy. Character reacts to this 2nd T0bdy and performs an upgraded move.

I seriously got no clue why, but the T3 will not react to the character-spawned T0bdy (upon wind-up) EXCEPT
and that's the ludicrous point
the character performed Move A directly after rowing.
Even more random, the direction of the rowing doesn't matter (<<, <>, >>, >< the combination of facing of the D>J move and rowing dont matter).

I sort of ran out of ideas where this bug could be located.
The fact it can only be done whilst rowing indicates the dvx after the rowing frames has an important effect... I double checked the x-bounds, there shouldn't be any issue.
My current guess is something along object priority, with the latter k8 "sticktocharacter" blocking the former k8 "reacttomoveAbdy"

edit: Damnit, definitely that sort of issue...
If I disable the sticking-effect, everything works fine...

editedit:
Created a 2-frame loop of 1-tick sticky and x tick check. Works, though it makes the sticky upgrade effect somewhat 'laggy'... Would prefer a real solution if somebody knows this issue.
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Greetz,
Alblaka
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Thanks given by: Hero destroyer
#2
didn't read half your post (first half explained enough i think).

method i'd do to achieve this effect:
after character obtains t3 upgrade:
1
in move A, character doesn't spawn extra t0, instead character itself has the bdy (since it is a t0 anyway)

2
-the upgrade object will not spawn a t0 when it reacts to original character's bdy.
- instead, when the upgrade is created, it holds a t0 as a weapon (via opoint kind: 2 (?)).
- in the frame the upgrade holds the t0, the weaponact of the t0 has no bdy, but when the upgrade reacts to original character's bdy, it has weaponact: such that the held character goes to a frame which has a bdy where your original character reacts to

a lot of coding to do, but imo that would reduce "lag" and also have less opoints needed



Azriel~
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Thanks given by: Alblaka , Hero destroyer
#3
*groaning headdesk*
Thanks for the headwash.
Solution is simple: Char doesnt summon a T0, as you suggested, but I just REPLACE the stickybdy of the char with the movebdy for the duration of those few frames...

Brb, testing.

edit:
Flawless.
Sometimes you just need someone else to find a new solution ^^
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
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