05-17-2009, 02:52 AM
opoint:
kind: 2 x: 18 y: 25 action: 0 dvx: 0 dvy: 5 oid: 213 facing: 1
opoint_end:
check x and y coordinates, don't need dvy: 5 and facing: 1. look at the action i think it's wrong look at theweapon example of lf2. There are frames when an weapon is in the hands of a char. U should make the action to that frame and wpoint should be added at same point at the ball x and y and the weaponact should be the ball's action. This will work. If u don't understand look at freeze's sword summoning data.
<frame> 275 Sword
pic: 165 state: 3 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 2 x: 42 y: 51 action: 35 dvx: 0 dvy: 0 oid: 213 facing: 0
opoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>
kind: 2 x: 18 y: 25 action: 0 dvx: 0 dvy: 5 oid: 213 facing: 1
opoint_end:
check x and y coordinates, don't need dvy: 5 and facing: 1. look at the action i think it's wrong look at theweapon example of lf2. There are frames when an weapon is in the hands of a char. U should make the action to that frame and wpoint should be added at same point at the ball x and y and the weaponact should be the ball's action. This will work. If u don't understand look at freeze's sword summoning data.
<frame> 275 Sword
pic: 165 state: 3 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 2 x: 42 y: 51 action: 35 dvx: 0 dvy: 0 oid: 213 facing: 0
opoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>