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[solved] Change backgound while battle
#1
How di this?
more usefull i see only in ntsd mod, and never done this =\
for example character using his ability, and in start of ability background changing to another from picture.
how can i realize this in DC? what minimum size of the backround picture?
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#2
easy:
-create a ball with state: 14 and the pic
-let the char create it with dvz: 200 or something high, so the pic is at the top of the bg
-the minimum size is as big as your largest bg if you don't want the bg to end when you walk wide enough
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#3
not 100% ok / clear.

I don't get why you want to use state 14.

How you activate the ball is your think, what's important about this is only one thing: move him up the zaxis - with dvz or hit_j - up to you (I prefer hit_j, just cause now the z-movement is noted in the ball, not in the activation of the ball).

Minimum size is 794 width (width of lf screen), I suggest you activate it with facing 10 (so it always face same wide) and then at a dvx somewhere on the left and use state 9997 then - you can move on front of background and it's still visible. Up to you

A bit more details would be cool so a better help is possible.

Elseway: Kingdom LF2 has a background change thing in it, but not affected by chars, only by stage itsself, but lemme think - I've stage choice in there so you can decide how it go on and background also change with it :p
[Image: random.php?pic=random]
www.lf-empire.de
Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
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#4
what should be in hit_j in data of ball?
um, facing 10 doesn't help to stay picture front the screen =(
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#5
(11-20-2008, 05:20 PM)Yinseko Wrote:  what should be in hit_j in data of ball?
um, facing 10 doesn't help to stay picture front the screen =(

I never told facing 10 will make the object start at the beginning of the screen - facing ten makes the object always face to the right side.

Then you can move your object back with dvx: -400 or so (depends on what you want).

the hit_j should be... (sec, browsing), darn, the right site is broken in LFE and I will not fix it cause of the work on the new version - actually I can tell you what I remember:

hit_j: 0 is same as 50: no movement, 49 goes ___ on z-axis, 51 goes to the opposite direction of z-axis, if you set 48 / 52 it'll go faster, in your case I suggest 1 / 99, just try out which of them you need :p
[Image: random.php?pic=random]
www.lf-empire.de
Once I had a fortune, it said: "Leave now. Life is short. Time is luck"
Don't dream your life, live your dream!
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#6
data of ball

Code:
<frame> 0 flying
   pic: 0  state: 9997  wait: 10  next: 1  dvx: 550  dvy: 0  dvz: 0  centerx: 405  centery: 202  hit_a: 0  hit_d: 0  hit_j: -550
<frame_end>

<frame> 1 flying
   pic: 0  state: 9997  wait: 10  next: 999  dvx: 550  dvy: 0  dvz: 0  centerx: 405  centery: 202  hit_a: 0  hit_d: 0  hit_j: -550
<frame_end>

data of summon this ball

Code:
<frame> 291 ultra_ball_standing_ball_3
   pic: 142  state: 3  wait: 3  next: 292  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 43  y: 46  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 26  y: 12  w: 27  h: 68
   bdy_end:
<frame_end>

<frame> 292 ultra_ball_standing_ball_3
   pic: 143  state: 3  wait: 3  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\064.wav
   opoint:
      kind: 1  x: 20  y: 46  action: 0  dvx: 0  dvy: 0  oid: 666  facing: 10
   opoint_end:
   wpoint:
      kind: 1  x: 43  y: 46  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 26  y: 12  w: 27  h: 68
   bdy_end:
<frame_end>

Quote:I never told facing 10 will make the object start at the beginning of the screen - facing ten makes the object always face to the right side.
sorry, my fault with my english ^^'''
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#7
actually ball should have hit_j: 1 and state: 9997. minimum size, the lf2 screen area would be 794 (w) by 400 (h) so work from there. and make sure the data fits for the 80 pixel shift thing (I think it's 80, might be 40). when the pic goes out of the screen. maybe you need it 874 or 944 pixels wide (both sides have the shift).

@MH
just remember z axis like the y axis (up means smaller)

@Yinseko
hit_j and dvx are very different



Azriel~
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#8
yeeeeah ^^ it's work!!!
Azriel thanks about shift thing ^^
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