03-30-2009, 01:59 AM
i wanted to know how to make the bow attack like from the hunter and henry be turned into a move and continue pressing the key will make it go longer. how cna i do that?
bow attack: further explination of my question here
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03-30-2009, 01:59 AM
i wanted to know how to make the bow attack like from the hunter and henry be turned into a move and continue pressing the key will make it go longer. how cna i do that?
03-30-2009, 04:26 AM
(This post was last modified: 03-30-2009, 04:28 AM by vandesdelca.)
(03-30-2009, 01:59 AM)pimpen itachi Wrote: i wanted to know how to make the bow attack like from the hunter and henry be turned into a move and continue pressing the key will make it go longer. how cna i do that? uhhh maybe i'm wrong but... put "hit_a: XXX" behind "before shooting the arrow" frame. and frame XXX is where ur char shoot a longer bow.
Basically, just what vandesdelca said but you can also chose other hit_xx tag and in the frame XXX, make it loop back to the first frame (with hit_ tag of course).
03-31-2009, 06:01 AM
let me put it this way. henrys arrow(aaa) is not an attack. since it is in its own .dat im thinking of it as a ball.dat. how can i put that into a characters .dat? not as an a attack but a Fj or Fa attack and make it continuous?
03-31-2009, 06:13 AM
(03-31-2009, 06:01 AM)pimpen itachi Wrote: let me put it this way. henrys arrow(aaa) is not an attack. since it is in its own .dat im thinking of it as a ball.dat. how can i put that into a characters .dat? not as an a attack but a Fj or Fa attack and make it continuous? easy, just look at the data. put "hit_Fa: XXX" at walking, defending, etc. frame. but i don't know how to change the attack button, cus it just typed "hit_a: 0"
03-31-2009, 06:22 AM
thats why im at a loss ._.
03-31-2009, 08:15 AM
Now, in order to shoot multiple arrows, you'll need multiple opoints. Not in one frame, though, that won't work. Instead, you can loop some frames, similar to this one:
Every time, the character is at frame 64, he'll shoot an arrow. Now, bad situation, without a certain condition you won't be able to stop this attack. Therefore, I added hit_d: 66. In case you press the defend-button, this will make your character go to the specified frame. As you can see, frame 66 is the last one of this sequence. Its next-value is 999, so the attack will stop there and the character will go back to frame 0. You can imagine it like this: Code: sequence start I hope this tells you what to do.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~ "Freeze, you're under vrest!" - Mark, probably. » Gallery | » Sprites | » DeviantArt
04-02-2009, 03:26 AM
sorry but i know where youre getting at and thats not what i meant. youre talking about making a punch move. i want it as a move like D>A ._.
04-02-2009, 03:28 AM
Look man, you just have to change the frame number and the key input, is it so hard to do?
04-02-2009, 08:58 AM
eh, seriously, just look again at the post I wrote. If you want an attack like D>A that repeats itself again and again, then just change frame numbers. I don't exactly recall where they start (probably at around 235) but you can find that by looking into the standing frame. "hit_Fa: xyz" will tell you (where xyz is the starting frame of the D>A-sequence).
Just try to understand the system I posted (which is actually basic DCing knowledge), and apply it to the D>A-attack.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~ "Freeze, you're under vrest!" - Mark, probably. » Gallery | » Sprites | » DeviantArt | ||
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