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[solved] Jump spin attack
#1
Can you tell me how do this attack?:
While jumping i press attack and do normal jump_attack
But when press jump again (while in air, jumping fames) start to spins around until hit the ground.
I was trying to do that by adding hit_j: (attack fame) but don't work please help me ;/
And i don't want to delete the jump_attack.
--------------------------------------
Sorry for gramma but I'm from Poland xD
My new char KillerBee
Check it out! :D
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#2
Can you post the code?
I think something is wrong in the attack frames, but not sure what.
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#3
not sure but, are the spritesokay, i mean do u use diffrent sprites for jumps to play more '"real"
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#4
Actually the sprites aren't the issue here...
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#5
Code:

Jumping fames:

    DC-Code:
<frame> 210 jump
   pic: 60  state: 4  wait: 1  next: 211  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 26  y: 60  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 33  y: 33  w: 20  h: 48
   bdy_end:
   bdy:
      kind: 0  x: 25  y: 50  w: 15  h: 29
   bdy_end:
<frame_end>
 
<frame> 211 jump
   pic: 61  state: 4  wait: 1  next: 212  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\017.wav 
   wpoint:
      kind: 1  x: 17  y: 54  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 15  y: 41  w: 48  h: 20
   bdy_end:
   bdy:
      kind: 0  x: 25  y: 55  w: 30  h: 27
   bdy_end:
<frame_end>
 
<frame> 212 jump
   pic: 62  state: 4  wait: 1  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 324
   wpoint:
      kind: 1  x: 21  y: 34  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 31  y: 15  w: 21  h: 64
   bdy_end:
   bdy:
      kind: 0  x: 18  y: 29  w: 48  h: 17
   bdy_end:
<frame_end>



Attack:

    DC-Code:
<frame> 324 circle
   pic: 280  state: 3  wait: 0  next: 325  dvx: 0  dvy: 550  dvz: 0  centerx: 55  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 54  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 0  y: 0  w: 110  h: 110  dvx: 23  dvy: 8  fall: 70  vrest: 5  bdefend: 60  injury: 16 zwidth: 10
      effect: 1  
   itr_end:
   itr:
      kind: 0  x: 60  y: 8  w: 14  h: 70  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 30  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 325 circle
   pic: 281  state: 3  wait: 0  next: 326  dvx: 0  dvy: 550  dvz: 0  centerx: 55  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 54  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 60  y: 8  w: 14  h: 70  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 30  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 0  y: 0  w: 110  h: 110  dvx: 23  dvy: 8  fall: 70  vrest: 5  bdefend: 60  injury: 16   zwidth: 10
      effect: 1  
   itr_end:
<frame_end>
 
 
<frame> 326 circle
   pic: 282  state: 100  wait: 0  next: 327  dvx: 0  dvy: 550  dvz: 0  centerx: 55  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 54  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 60  y: 8  w: 14  h: 70  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 30  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 327 circle
   pic: 283  state: 100  wait: 0  next: 328  dvx: 0  dvy: 550  dvz: 0  centerx: 55  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 54  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 0  y: 0  w: 110  h: 110  dvx: 23  dvy: 8  fall: 70  vrest: 5  bdefend: 60  injury: 16   zwidth: 10
      effect: 1  
   itr_end:
   itr:
      kind: 0  x: 60  y: 8  w: 14  h: 70  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 30  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 328 circle
   pic: 284  state: 100  wait: 0  next: 329  dvx: 0  dvy: 550  dvz: 0  centerx: 55  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: 0  w: 110  h: 110  dvx: 15  dvy: 8  fall: 70  vrest: 5  bdefend: 60  injury: 16   zwidth: 10
      effect: 1  
   itr_end:
   wpoint:
      kind: 1  x: 54  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 60  y: 8  w: 14  h: 70  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 30  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 329 circle
   pic: 280  state: 100  wait: 0  next: 330  dvx: 0  dvy: 550  dvz: 0  centerx: 55  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 54  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 60  y: 8  w: 14  h: 70  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 30  
      effect: 4  
   itr_end:
   itr:
      kind: 0  x: 0  y: 0  w: 110  h: 110  dvx: 23  dvy: 8  fall: 70  vrest: 5  bdefend: 60  injury: 16  zwidth: 10 
      effect: 1  
   itr_end:
<frame_end>
 
<frame> 330 circle
   pic: 281  state: 100  wait: 0  next: 326  dvx: 25  dvy: 75  dvz: 0  centerx: 55  centery: 70  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 54  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 0  y: 0  w: 110  h: 110  dvx: 23  dvy: 8  fall: 70  vrest: 5  bdefend: 60  injury: 16 zwidth: 10  
      effect: 1  
   itr_end:
   itr:
      kind: 0  x: 60  y: 8  w: 14  h: 70  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 30  
      effect: 4  
   itr_end:
<frame_end>
--------------------------------------
Sorry for gramma but I'm from Poland xD
My new char KillerBee
Check it out! :D
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#6
Try giving the frames another state, like 6.
At least the 1st frame, cuz' I see that you need state: 100 here.
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#7
its in the jumping frame. in the third one, the computer still "thinks" you press the jump button, so it goes straight to frame 324
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#8
@Bamboori
i'd think no, coz there's already 4 time units from 210 ~ 212, and I think lf2 has it enabled for 3 time units, maybe i'm wrong.

@hax
what actually happens? (i know what u want, but not what happens instead of what you want)
if your frame 324 is not put in the proper numerical position of the data file (i.e. after frame 323), you could get the bug there. also, another frame 324 would also give a bug. anyways, I can't really say till i know what happens.



Azriel~
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Thanks given by: Hax0r
#9
i've tried it already, you can also see it in chars with infinite jump.
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#10
@Azzy
the order of the frames doesn't matter... It never caused any bugs when I changed them...

@Topic
bamboori is right... you should atleast have wait 2 and wait 1 in your first two jumping frames, wait 1 and 1 is to less and it automatically goes to frame 324, no matter if you press the button or not
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Thanks given by: Bamboori , Hax0r




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