Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Flash in an cannon-attack
#1
:[ 
Hi Guys :D

For my char DarkFirzenEX, I tried to make an attack like julians col.
It should look like this:
[Image: darkfirzenexinsanity2.png]
But when I use the attack in game, the Attack spawns many pixels down from the position where my char standed.

Here the code from the attack data. (Julains col as a base)
Code:
<frame> 40 col
   pic: 0  state: 15  wait: 3  next: 41  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\089.wav
   itr:
      kind: 0  x: 10  y: 0  w: 867  h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 41 col
   pic: 1  state: 15  wait: 1  next: 42  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\071.wav
opoint:
      kind: 1  x: 95  y: 43  action: 0  dvx: 0  dvy: 0  oid: 667  facing: 0
   opoint_end:
   itr:
      kind: 0  x: 10  y: 0   w: 867 h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 3  
   itr_end:
<frame_end>

<frame> 42 col
   pic: 2  state: 15  wait: 5  next: 43  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 10  y: 0   w: 867  h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 43 col
   pic: 3  state: 15  wait: 5  next: 44  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
opoint:
      kind: 1  x: 95  y: 43  action: 0  dvx: 0  dvy: 0  oid: 667 ----(This oid is for a white flash which appears every second frame.. ignore it :P)---- facing: 0
   opoint_end:
   itr:
     kind: 0  x: 10  y: 0   w: 867  h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 3  
   itr_end:
<frame_end>

<frame> 44 col
   pic: 4  state: 15  wait: 5  next: 45  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
     kind: 0  x: 10  y: 0   w: 867  h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 45 col
   pic: 3  state: 15  wait: 5  next: 46  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
opoint:
      kind: 1  x: 95  y: 43  action: 0  dvx: 0  dvy: 0  oid: 667  facing: 0
   opoint_end:
   itr:
      kind: 0  x: 10  y: 0   w: 867 h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 3  
   itr_end:
<frame_end>

<frame> 46 col
   pic: 4  state: 15  wait: 5  next: 47  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 10  y: 0   w: 867  h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

<frame> 47 col
   pic: 3  state: 15  wait: 0  next: 48  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
opoint:
      kind: 1  x: 95  y: 43  action: 0  dvx: 0  dvy: 0  oid: 667  facing: 0
   opoint_end:
   itr:
      kind: 0  x: 10  y: 0   w: 867  h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 3  
   itr_end:
<frame_end>

<frame> 48 col
   pic: 4  state: 15  wait: 1  next: 49  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 49 col
   pic: 5  state: 15  wait: 0  next: 50  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 50 col
   pic: 5  state: 15  wait: 0  next: 51  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 51 col
   pic: 6  state: 15  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

And the code where the attack is in DarkFirzenEX's data.
Code:
<frame> 310 explosion
   pic: 107  state: 3  wait: 1  next: 311  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100
  sound: data\018.wav
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 311 explosion
   pic: 108  state: 3  wait: 0  next: 312  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\018.wav
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 312 explosion
   pic: 107  state: 3  wait: 1  next: 313  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79 hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 313 explosion
   pic: 108  state: 3  wait: 0  next: 314  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\018.wav
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 314 explosion
   pic: 109  state: 3  wait: 1  next: 315  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 315 explosion
   pic: 108  state: 3  wait: 0  next: 316  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\018.wav
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 316 explosion
   pic: 109  state: 3  wait: 1  next: 317  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 317 explosion
   pic: 108  state: 3  wait: 0  next: 318  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\018.wav
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 318 explosion
   pic: 110  state: 3  wait: 8  next: 319  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79 hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 40  y: 79  action: 40  dvx: 0  dvy: 0  oid: 666  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 319 explosion
   pic: 110  state: 3  wait: 7  next: 320  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 320 explosion
   pic: 110  state: 3  wait: 7  next: 321  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79 hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>


<frame> 321 explosion
   pic: 111  state: 3  wait: 2  next: 322  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

<frame> 322 explosion
   pic: 112  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 35  y: 62  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 27  w: 70  h: 71
   bdy_end:
<frame_end>

Im not good a DC'ind and I really dunno why this is. Pls help!
Reply
Thanks given by:
#2
    DC-Code:
opoint:
      kind: 1  x: 40  y: 79  action: 40  dvx: 0  dvy: 0  oid: 666  facing: 0
   opoint_end:

Hmm, this would mean, the origin of the attack will be directly on the ground. I'd suggest it at the height of the fist (which should be around y: 40). Also, the x-value should be around 80, so that it'll really originate at the fist.


    DC-Code:
<frame> 40 col
   pic: 0  state: 15  wait: 3  next: 41  dvx: 0  dvy: 0  dvz: 0  centerx: 190  centery: 120  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\089.wav
   itr:
      kind: 0  x: 10  y: 0  w: 867  h: 273  dvx: -20  dvy: -25  fall: 70  vrest: 30  bdefend: 100  injury: 100  zwidth: 37  
      effect: 22  
   itr_end:
<frame_end>

Make the centerx 0. I'm not quite sure about the exact centery-value but it should be half of the beam's height (which should be something close to 80).
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

» Gallery | » Sprites | » DeviantArt
Reply
Thanks given by: DarkFirzenEX
#3
Whoo, thanx :D

Now it spawns at the right point.. what an easy error!
your x- and y-values were not wright, but that's because I made the sprites a little bit weird.
I tried a few times and the it worked!
Ok now a new question.
I want to make a white flash over the whole field every second frame.

My idea was making a ball which is in the first frame invisible and in the second frame evry big and white (so it flashes.)
But i think my version is not the easyiest. And since I solved the problem above, the flash doesnt work anymore.

Has anyone an idea?
(If these are questions which i shouldnt ask in forum, because they are too easy.. pls say me)
Reply
Thanks given by:
#4
Make a type:3 ball with an EPIC sized sprite, state:9997, hit_j:99 or 1 (whichever one works), dvy:550, wait:1, and next:1000 and opoint it every second frame.
If you dont want to make a 1-frame data file, put the frame mentioned above inside the ball attack data.
FOLLOW THE RULES!

LFE Forum Rules (Click to View)
Grand Fonic Hymn - Orchestral Arrangement. Arranged by me. I promise it's not horribad.
Reply
Thanks given by:
#5
^eh, no idea about the correct hit_j-value? Same here =P

Anyways, a t3-object would probably the best thing to use here. In the bmp-part, add a really large sprite (be careful, LF2 sometimes doesn't like those and crashes) (something around 5000x500px). Just be sure to use the correct w/h-values, if you don't, the sprite sometimes disappears. In this case: smaller than actual values are better than greater values.

Now, in the t3-file, as it is only a a few frames, I'd recommend to put it into some already-in-use dat-file. I'm sure you have made an attack with a t3-file already. Just put in this code:

    DC-Code:
<frame> 100 flash_preparation
   pic: 999  state: 3005  wait: 3  next: 101  dvx: 0  dvy: 0  dvz: 0  centerx: 2500  centery: 500  hit_a: 0  hit_j: 99  hit_d: 0
<frame_end>
 
<frame> 101 poof
   pic: xyz  state: 3005  wait: 0  next: 102  dvx: 0  dvy: 0  dvz: 0  centerx: 2500  centery: 500  hit_a: 2  hit_j: 0  hit_d: 103
<frame_end>
 
<frame> 102 poof_invisible
   pic: 999  state: 3005  wait: 2  next: 101  dvx: 0  dvy: 0  dvz: 0  centerx: 2500  centery: 500  hit_a: 2  hit_j: 0  hit_d: 103
<frame_end>
 
<frame> 103 remove
   pic: 999  state: 3005  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 2500  centery: 500  hit_a: 0  hit_j: 0  hit_d: 0
<frame_end>

This should last 255 TUs without doing anything but flashing every two TUs. In case you want to read about these special tags, click >here<.

Now, just add an opoint in your character's frame. It should look like this:
    DC-Code:
opoint:
      kind: 1  x: 39  y: 79  action: 100  dvx: 0  dvy: 0  dvz: 0  oid: xyz   facing: 0
   opoint_end:


And that should be it. I think. And I hope. This is the easy way, Drahcir's is doable, too, but I don't like opointing the same object over and over again. I just don't like it :P
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

» Gallery | » Sprites | » DeviantArt
Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)