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[solved] ik:8 & z-axis.
#22
Ok, now it's getting interesting.

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.
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Messages In This Thread
[solved] ik:8 & z-axis. - by JossuaDC - 04-11-2010, 03:26 PM
RE: ik:8 & z-axis. - by Lauli - 04-11-2010, 03:27 PM
RE: ik:8 & z-axis. - by Bamboori - 04-11-2010, 03:29 PM
RE: ik:8 & z-axis. - by JossuaDC - 04-11-2010, 03:34 PM
RE: ik:8 & z-axis. - by Simoneon - 04-11-2010, 03:34 PM
RE: ik:8 & z-axis. - by Alblaka - 04-11-2010, 03:35 PM
RE: ik:8 & z-axis. - by Bamboori - 04-11-2010, 03:36 PM
RE: ik:8 & z-axis. - by JossuaDC - 04-11-2010, 03:37 PM
RE: ik:8 & z-axis. - by Alblaka - 04-11-2010, 03:38 PM
RE: ik:8 & z-axis. - by TheNave - 04-11-2010, 03:40 PM
RE: ik:8 & z-axis. - by JossuaDC - 04-11-2010, 03:44 PM
RE: ik:8 & z-axis. - by Bamboori - 04-11-2010, 03:58 PM
RE: ik:8 & z-axis. - by JossuaDC - 04-11-2010, 04:02 PM
RE: ik:8 & z-axis. - by Bamboori - 04-11-2010, 04:06 PM
RE: ik:8 & z-axis. - by JossuaDC - 04-11-2010, 04:09 PM
RE: ik:8 & z-axis. - by Bamboori - 04-11-2010, 04:10 PM
RE: ik:8 & z-axis. - by Alblaka - 04-11-2010, 04:12 PM
RE: ik:8 & z-axis. - by JossuaDC - 04-11-2010, 04:13 PM
RE: ik:8 & z-axis. - by Alblaka - 04-11-2010, 04:17 PM
RE: ik:8 & z-axis. - by Simoneon - 04-11-2010, 04:14 PM
RE: ik:8 & z-axis. - by Bamboori - 04-11-2010, 04:15 PM
RE: ik:8 & z-axis. -edit- - by JossuaDC - 04-11-2010, 04:21 PM
RE: ik:8 & z-axis. - by Bamboori - 04-11-2010, 04:37 PM
RE: ik:8 & z-axis. - by JossuaDC - 04-11-2010, 04:50 PM
RE: ik:8 & z-axis. - by Alblaka - 04-11-2010, 04:53 PM
RE: ik:8 & z-axis. -solved?- - by JossuaDC - 04-11-2010, 05:09 PM



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