Ok, now it's getting interesting.
Replaced all the regular itr:'s in Davis' ball with the following:
And surprise, surprise, the tag does work in an ik:8.
Sorry for the trouble, people. I acknowledge my mistake.
But now I need to figure out why the tag doesn't work in my own data.
I'll try to pinpoint the exact frames and post 'em here. My data's a little messy.
Edit:
The move:
What the ik:8 responds to:
What the move summons after detecting the remote body:
What the ik:8 is programmed to do:
This thing basically prevents the character from spawning a second ball if the first ball is still active. It works flawlessly and smooth, but z-axis detection is only about 10 pixels wide, despite the zwidth: tag included in the ik:8.
The move uses more a few more vital frames to function properly, but they are irrelevant to the problem I have.
Replaced all the regular itr:'s in Davis' ball with the following:
Code:
itr:
kind: 8 x: 26 y: 12 w: 45 h: 24 dvx: 10 zwidth: 500 injury: 0
itr_end:
And surprise, surprise, the tag does work in an ik:8.
Sorry for the trouble, people. I acknowledge my mistake.
But now I need to figure out why the tag doesn't work in my own data.
I'll try to pinpoint the exact frames and post 'em here. My data's a little messy.
Edit:
The move:
Code:
<frame> 115 [main]
pic: 99 state: 3005 wait: 0 next: 0 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 3 hit_d: 116 hit_j: 0 hit_Fa: 1
opoint:
kind: 1 x: 0 y: 40 action: 118 dvx: 0 dvy: 0 oid: 260 facing: 0
opoint_end:
itr:
kind: 14 x: -15 y: 00 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
<frame_end>
<frame> 117 [limit_detection]
pic: 99 state: 3000 wait: 2 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
itr:
kind: 14 x: -15 y: 00 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
itr:
kind: 8 x: -200000 y: -80000 w: 400000 h: 15000 zwidth: 500 dvx: 301 injury: 0
itr_end:
<frame_end>
<frame> 118 [trial]
pic: 99 state: 3000 wait: 0 next: 119 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 14 x: -15 y: 00 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
<frame_end>
<frame> 119 [trial]
pic: 99 state: 3000 wait: 2 next: 290 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
sound: Shadow\yet.wav
opoint:
kind: 1 x: 0 y: 40 action: 117 dvx: 0 dvy: 0 oid: 260 facing: 0
opoint_end:
itr:
kind: 3 x: -15 y: 0 w: 38 h: 40 vrest: 7
catchingact: 288 288 caughtact: 132 132
itr_end:
itr:
kind: 14 x: -15 y: 00 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
<frame_end>
<frame> 116 [deletion]
pic: 99 state: 18 wait: 1 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 10
sound: Shadow\yeta.wav
itr:
kind: 14 x: -15 y: 00 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
itr:
kind: 0 x: -100000 y: 29000 w: 200000 h: 4000 zwidth: 5000 vrest: 1 injury: 500 fall: 70 bdefend: 70
itr_end:
<frame_end>
<frame> 288 [successor]
pic: 99 state: 9 wait: 80000 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
sound: Shadow\yetb.wav
opoint:
kind: 1 x: 0 y: 40 action: 118 dvx: 0 dvy: 0 oid: 260 facing: 0
opoint_end:
itr:
kind: 14 x: -15 y: 0 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
cpoint:
kind: 1 x: 0 y: 0
vaction: 132 hurtable: 0 injury: 80
cpoint_end:
bdy:
kind: 0 x: 0 y: 30000 w: 5 h: 300
bdy_end:
<frame_end>
<frame> 289 [finale]
pic: 99 state: 3000 wait: 2 next: 290 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
sound: Shadow\yetc.wav
itr:
kind: 14 x: -15 y: 00 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
cpoint:
kind: 1 x: 0 y: 0
vaction: 220 throwvx: 5 throwvy: 8 throwinjury: 35
cpoint_end:
<frame_end>
<frame> 290 [last]
pic: 99 state: 3000 wait: 1 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 10
itr:
kind: 14 x: -15 y: 00 w: 38 h: 40 zwidth: 8 vrest: 1 injury: 1
itr_end:
<frame_end>
<frame> 301 [limit_spawner]
pic: 99 state: 3005 wait: 0 next: 302 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
<frame_end>
<frame> 302 [limit_spawner]
pic: 99 state: 3000 wait: 2 next: 1000 dvx: 0 dvy: 550 dvz: 0 centerx: 0 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 0
opoint:
kind: 1 x: 0 y: 40 action: 349 dvx: 0 dvy: 0 oid: 10 facing: 0
opoint_end:
<frame_end>
What the ik:8 responds to:
Code:
<frame> 252 [first frame]
pic: 130 state: 3 wait: 8 next: 253 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 0 y: -70000 w: 5 h: 500
bdy_end:
itr:
kind: 8 x: 0 y: 2500 w: 5 h: 1000 dvx: 243
itr_end:
<frame_end>
What the move summons after detecting the remote body:
Code:
<frame> 349 [kill]
pic: 999 state: 15 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 0 y: 3000 w: 5 h: 5
bdy_end:
<frame_end>
What the ik:8 is programmed to do:
This thing basically prevents the character from spawning a second ball if the first ball is still active. It works flawlessly and smooth, but z-axis detection is only about 10 pixels wide, despite the zwidth: tag included in the ik:8.
The move uses more a few more vital frames to function properly, but they are irrelevant to the problem I have.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.
Contact me if the links to my projects become unavailable.
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.
Contact me if the links to my projects become unavailable.