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dennis manyfoot continues?
#1
ok, i gotta problem.
when dennis does that manyfoot attack with hit_Da, which thing in code affects on hitting enemy that he falls?

i'm trying to make something like to continue punching or atleast that enemy stays at their feet after it

    DC-Code:
<frame> 265 many_foot
   pic: 13  state: 3  wait: 1  next: 266  dvx: 2  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 75
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 18  y: 17  w: 33  h: 63
   bdy_end:
<frame_end>
 
<frame> 266 many_foot
   pic: 162  state: 3  wait: 1  next: 267  dvx: 2  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 12  y: 51  w: 68  h: 17  dvx: 2  fall: 1  vrest: 7  bdefend: 16  injury: 27  
   itr_end:
   bdy:
      kind: 0  x: 9  y: 14  w: 35  h: 65
   bdy_end:
<frame_end>
 
<frame> 267 many_foot
   pic: 163  state: 3  wait: 1  next: 268  dvx: 2  dvy: 0  dvz: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 32  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 18  y: 17  w: 33  h: 63
   bdy_end:
<frame_end>
 
<frame> 268 many_foot
   pic: 164  state: 3  wait: 1  next: 269  dvx: 2  dvy: 0  dvz: 0  centerx: 33  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 38  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 21  y: 43  w: 63  h: 15  dvx: 2  fall: 1  vrest: 7  bdefend: 16  injury: 27  
   itr_end:
   bdy:
      kind: 0  x: 8  y: 18  w: 39  h: 59
   bdy_end:
<frame_end>
 
<frame> 269 many_foot
   pic: 165  state: 3  wait: 1  next: 270  dvx: 2  dvy: 0  dvz: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 39  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 15  y: 18  w: 43  h: 61
   bdy_end:
<frame_end>
 
<frame> 270 many_foot
   pic: 166  state: 3  wait: 1  next: 271  dvx: 2  dvy: 0  dvz: 0  centerx: 29  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 17  y: 35  w: 61  h: 13  dvx: 2  fall: 1  vrest: 7  bdefend: 16  injury: 27  
   itr_end:
   bdy:
      kind: 0  x: 13  y: 19  w: 32  h: 62
   bdy_end:
<frame_end>
 
<frame> 271 many_foot
   pic: 167  state: 3  wait: 1  next: 272  dvx: 2  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 18  y: 17  w: 33  h: 63
   bdy_end:
<frame_end>
 
<frame> 272 many_foot
   pic: 168  state: 3  wait: 1  next: 273  dvx: 2  dvy: 0  dvz: 0  centerx: 20  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 9  y: 14  w: 36  h: 65
   bdy_end:
<frame_end>
 
<frame> 273 many_foot
   pic: 169  state: 3  wait: 1  next: 274  dvx: 2  dvy: 0  dvz: 0  centerx: 9  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 22  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 11  y: 20  w: 56  h: 60  dvx: 15  dvy: 5  fall: 70  vrest: 15  bdefend: 60  injury: 27  
   itr_end:
   bdy:
      kind: 0  x: 0  y: 15  w: 35  h: 66
   bdy_end:
<frame_end>
 
<frame> 274 many_foot
   pic: 179  state: 3  wait: 1  next: 275  dvx: 0  dvy: 0  dvz: 0  centerx: 15  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 21  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 3  y: 17  w: 40  h: 64
   bdy_end:
<frame_end>
 
<frame> 275 many_foot
   pic: 178  state: 3  wait: 1  next: 276  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 9  y: 17  w: 39  h: 66
   bdy_end:
<frame_end>
 
<frame> 276 many_foot
   pic: 178  state: 3  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 18  y: 17  w: 33  h: 63
   bdy_end:
<frame_end>
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#2
I'm not sure what you exactly mean. If you want to enhance move through pushing A for example, you have to lower the "fall" tag so that the enemy says on his feet for a longer period of time. For the loop of the attack, just use an hit_a: [Framenumber you wish to start again] in the last few frames.
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active again.
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#3
i am looking for a part i need to change so that enemy don't fall yet..
so basicly you are saying if i change all falls to 1 he won't fall?
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#4
Yep. Fall 1 allows you perform combos on enemies without them falling.
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#5
tought so... anyway its work9ing, he ain't falling, but...
i think i messed up something so now when i come at one frame my hit trows him away from me, pushes him...
what does that?
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#6
Can you please show the codes?
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#7
in frame 273, remove the dvy completely and set the dvx to 2. Would also be advisable to change the bdefend to 16 or something.

(That is actually basic DCing, perhaps you should just check the itr-part on the Mainsite)
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#8
Sorry, I thought you updated the codes and needed new ones didn't know you didn't change that much.
Yeah but basically what Ramond said. Also check the main site as well for the itr section, the only thing I think it doesn't show is the fall 1 thing.
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#9
it works thx ramond, but he doesn't fall in the end? i left the last hitting frame on 70 and he still ain't falling

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#10
(08-24-2011, 12:41 PM)Daymio Wrote:  it works thx ramond, but he doesn't fall in the end? i left the last hitting frame on 70 and he still ain't falling

I don't understand. Your first question was how to make the enemy not fall and now you want him to fall?
Make sure that the itr you have the fall: 70 in does not have effect 4 (and that the itr actually hits the enemy).
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