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[solved] probleme with editing
#11
than the state is the problem. state 19 is firens burning run. Normal runnig is state 2.
But you could also just change the dvx: in bats punch. Thats is how far he goes forward.
edit: duble ninja'd
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#12
rofl, if you want this stuff like the normal running why the hack do you want to take mp for this?

I think what you wanna do is searching a way how to edit the dash move :p
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#13
ahhh i suck at explaining

it should be an special move thats why i want mp for this and im gonna delete it later
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only the past knows how the future looks like ~ HW
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#14
so you just have to replace the state OR you copy the running frames with a next: xxx in the end so that they start again.( and an mp tag of course)
I think state: 2 is wrong as he will react as if he was in normal running.
I guess you should use state: 3 as there is nothing special about this if you have no itr( punching state).
But I'm not sure, I'm not a good DC'er either.
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#15
    DC-Code:
<frame> 258 run
   pic: 20  state: 15  wait: 3  next: 259  dvx: 10  dvy: 0  dvz: 2  centerx: 32  centery: 79  hit_a: 270  hit_d: 218  hit_j: 218
  sound: data\003.wav 
   wpoint:
      kind: 1  x: 59  y: 38  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 12  y: 10  w: 51  h: 70
   bdy_end:
<frame_end>
 
<frame> 259 run
   pic: 21  state: 15  wait: 3  next: 260  dvx: 10  dvy: 0  dvz: 2  centerx: 37  centery: 79  hit_a: 270  hit_d: 218  hit_j: 218
  sound: data\070.wav 
   wpoint:
      kind: 1  x: 54  y: 48  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 19  y: 12  w: 50  h: 68
   bdy_end:
<frame_end>
 
<frame> 260 run
   pic: 22  state: 15  wait: 3  next: 261  dvx: 10  dvy: 0  dvz: 2  centerx: 33  centery: 79  hit_a: 270  hit_d: 218  hit_j: 218
  sound: data\004.wav 
   wpoint:
      kind: 1  x: 20  y: 48  weaponact: 25  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 16  y: 11  w: 47  h: 69
   bdy_end:
<frame_end>
 
<frame> 261 run
   pic: 21  state: 15  wait: 3  next: 258  dvx: 10  dvy: 0  dvz: 2  centerx: 37  centery: 79  hit_a: 270  hit_d: 218  hit_j: 218
  sound: data\071.wav 
   wpoint:
      kind: 1  x: 54  y: 46  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 20  y: 12  w: 47  h: 68
   bdy_end:
<frame_end>
 
<frame> 270 punch
   pic: 77  state: 7  wait: 2  next: 271  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 50
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 271 punch
   pic: 87  state: 7  wait: 4  next: 272  dvx: 0  dvy: 0  dvz: 0  centerx: 50  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 272 punch
   pic: 97  state: 3  wait: 1  next: 273  dvx: 20  dvy: 0  dvz: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 44  y: 48  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 273 punch
   pic: 98  state: 3  wait: 0  next: 274  dvx: 10  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\017.wav 
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 274 punch
   pic: 109  state: 3  wait: 2  next: 275  dvx: 10  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 27  y: 50  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 275 punch
   pic: 99  state: 3  wait: 2  next: 276  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 27  y: 50  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: -51  y: 28  w: 119  h: 29  dvx: 20  fall: 70  vrest: 7  bdefend: 60  injury: 60  
   itr_end:
   bdy:
      kind: 0  x: 8  y: 20  w: 43  h: 57
   bdy_end:
<frame_end>
 
<frame> 276 punch
   pic: 107  state: 3  wait: 1  next: 277  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 46  y: 46  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 277 punch
   pic: 108  state: 3  wait: 3  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>


take it, this should work, your character will run pretty normal, if you press defend or jump he'll stop running, if you press attack he'll do bat's speed punch... the only thing left is to align the sprites of the speed punch... this shouldn't be to difficult
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#16
here
    DC-Code:
<frame> 235 burn_run
   pic: 163  state: 3  wait: 2  next: 236  dvx: 0  dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 242  hit_d: 0  hit_j: 0  
   wpoint:
      kind: 1  x: 59  y: 39  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 17  y: 15  w: 41  h: 62
   bdy_end:
<frame_end>
 
<frame> 236 burn_run
   pic: 164  state: 3  wait: 2  next: 237  dvx: 10  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 242  hit_d: 0  hit_j: 0 
   wpoint:
      kind: 1  x: 42  y: 49  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 30  y: 16  w: 31  h: 62
   bdy_end:
<frame_end>
 
<frame> 237 burn_run
   pic: 165  state: 3  wait: 2  next: 241  dvx: 10  dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 242  hit_d: 218  hit_j: 218  
   wpoint:
      kind: 1  x: 18  y: 49  weaponact: 25  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 18  y: 14  w: 43  h: 65
   bdy_end:
<frame_end>
 
<frame> 238 burn_run
   pic: 160  state: 3  wait: 2  next: 239  dvx: 10  dvy: 0  dvz: 0  centerx: 32  centery: 79  hit_a: 242  hit_d: 218  hit_j: 218  
   wpoint:
      kind: 1  x: 59  y: 38  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 12  y: 10  w: 51  h: 70
   bdy_end:
<frame_end>
 
<frame> 239 burn_run
   pic: 161  state: 3  wait: 2  next: 240  dvx: 10  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 242  hit_d: 218  hit_j: 218  
   wpoint:
      kind: 1  x: 54  y: 48  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 19  y: 12  w: 50  h: 68
   bdy_end:
<frame_end>
 
<frame> 240 burn_run
   pic: 162  state: 3  wait: 2  next: 241  dvx: 10  dvy: 0  dvz: 0  centerx: 33  centery: 79  hit_a: 242  hit_d: 218  hit_j: 218 
   wpoint:
      kind: 1  x: 20  y: 48  weaponact: 25  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 16  y: 11  w: 47  h: 69
   bdy_end:
<frame_end>
 
<frame> 241 burn_run
   pic: 161  state: 3  wait: 2  next: 238  dvx: 10  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 242  hit_d: 218  hit_j: 218 
   wpoint:
      kind: 1  x: 54  y: 46  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 20  y: 12  w: 47  h: 68
   bdy_end:
<frame_end>
 
<frame> 242 punch
   pic: 77  state: 7  wait: 2  next: 243  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 50
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 243 punch
   pic: 87  state: 7  wait: 4  next: 244  dvx: 0  dvy: 0  dvz: 0  centerx: 50  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 244 punch
   pic: 97  state: 3  wait: 1  next: 245  dvx: 20  dvy: 0  dvz: 0  centerx: 43  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 44  y: 48  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 245 punch
   pic: 98  state: 3  wait: 0  next: 246  dvx: 10  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\017.wav 
   wpoint:
      kind: 1  x: 42  y: 51  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 246 punch
   pic: 109  state: 3  wait: 2  next: 247  dvx: 10  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 27  y: 50  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 247 punch
   pic: 99  state: 3  wait: 2  next: 248  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 27  y: 50  weaponact: 32  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: -51  y: 28  w: 119  h: 29  dvx: 20  fall: 70  vrest: 7  bdefend: 60  injury: 60  
   itr_end:
   bdy:
      kind: 0  x: 8  y: 20  w: 43  h: 57
   bdy_end:
<frame_end>
 
<frame> 248 punch
   pic: 107  state: 3  wait: 1  next: 249  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 46  y: 46  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 249 punch
   pic: 108  state: 3  wait: 3  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>



is this right ?? or ive done somethign wrong ??
[Image: 333wc2q.png]

only the past knows how the future looks like ~ HW
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#17
1st: use DC programming tag.
2nd: if none error is going on, then it's quite fine.
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#18
use a dvz: 2 at the burn run... so the char is able to run up and down at the z-axis
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#19
how can i code some waiting frames or an cast time where the char does nothing just standing ther and waits ^^

it should start the attack and only there should be an mp that leads to another waiting frame where is jsut waiting and some more waiting frames
it works thanks to everyone how can i make it faster ??


SOLVED thanks to everyone
[Image: 333wc2q.png]

only the past knows how the future looks like ~ HW
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