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Wrong coordinates...
Either you messed up the body- or the opoint-coordinates, therefore the bdy of the ball reaches to high...
May this is also the cause of your other problem ^^
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01-14-2010, 08:16 PM
(This post was last modified: 01-14-2010, 08:19 PM by Madara Uchiha.)
Yeah but strangely enough, the body shouldn't be that big.
Also the coordinates are right, but I don't know how to put the opoint-coordinates in the right place. I have never have.
Is there a method?
Also, thanks Alblaka. You helped me figure out how to use itrkind8 better.
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Actually, since the object is supposed to "replace" your chars bdy, i would give it the same centerx/y and the same bdy as the char itself and then set the opoint coordinates to the value of the centerx/y, then the object will be exactly on the char.
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I could think of 3 occuring errors:
-The wait of the body is to low, the itr doesn't have enough time to react
-May the bdy is drifting sidewards due to having an key input like DvA or D^J, add a zwidth: 200 to the itr
-I usually only use itr/kind:8 with H and W values of 1000 and y of 2900000 etc... 2 and 3 could may be to thin to get registered
Test these things out, may it's one of them
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give that ball a hit_j: 49 in one frame with wait 0 before opointing that special bdy
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I'd think hit_j: 47, coz first you opoint sth, which opoints another thing, and finally the ik8 effect. each brings it down 1 px
still, all down to testing
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Still doesn't seem to work.
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try wait 1 instead of 0 then, frames with wait 0 are skipped sometimes
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