06-20-2011, 04:33 PM
Quote:Similar to what HappyHour said, use an itr/kind: 3, then you can set your frame (or the frame of the ball if the itr/k: 3 is in there) with catchingact: xxx and the one of the hit character with caughtact: xxx. (xxx=frame number)I tried it but It didn't work. THe character goes to that frame and stuck there without doing anything and even on a wrong Z axis .
here is the code:
Thats the ball
DC-Code:
<frame> 0 flying pic: 0 state: 3000 wait: 0 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 35 centery: 50 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 3 x: 30 y: 41 w: 15 h: 14 catchingact: 999 caughtact: 393 itr_end: <frame_end> <frame> 10 asdf pic: 0 state: 15 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 39 centery: 79 opoint: kind: 1 x: 39 y: 79 action: 0 dvx: 550 dvy: 550 oid: 123 facing: 0 opoint_end: <frame_end> <frame> 20 asdf pic: 0 state: 15 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 39 centery: 79 opoint: kind: 1 x: 39 y: 79 action: 0 dvx: 550 dvy: 0 oid: 123 facing: 0 opoint_end: <frame_end> <frame> 30 asdf pic: 0 state: 15 wait: 0 next: 1000 dvx: 0 dvy: 0 centerx: 39 centery: 79 opoint: kind: 1 x: 39 y: 79 action: 0 dvx: 550 dvy: 0 oid: 123 facing: 0 opoint_end: <frame_end> |
And this is the frame for the character:
DC-Code:
<frame> 393 asdf pic: 0 state: 17 wait: 3 next: 393 dvx: 0 dvy: 0 centerx: 39 centery: 79 bdy: kind: 0 x: 21 y: 18 w: 43 h: 62 bdy_end: wpoint: kind: 1 x: 39 y: 79 weaponact: 31 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0 wpoint_end: <frame_end> |
U shoudn't care about the special y value for now.
what's wrong?
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