Thread Rating:
  • 1 Vote(s) - 1 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[solved] ik:8 & z-axis.
#21
(04-11-2010, 04:13 PM)JossuaDC Wrote:  Edit:
(04-11-2010, 04:12 PM)Alblaka Wrote:  But anyways, zwidth DO work on itr/kind:8.
Fine, I'll record a .gif of it just to prove you wrong.

Alblaka Wrote:Jossua, why do you think they don't work? (Move/Bug?)
Exactly what i'm asking for...


Btw, this is a ninja-party, isn't it?
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
Reply
Thanks given by: Bamboori
#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.
Reply
Thanks given by:
#23
just had an idea: did you try to add the zwidth: to the body to which the itr kind 8 reacts?
Reply
Thanks given by:
#24
(04-11-2010, 04:37 PM)Bamboori Wrote:  -
Doesn't work.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
Reply
Thanks given by:
#25
(04-11-2010, 04:37 PM)Bamboori Wrote:  just had an idea: did you try to add the zwidth: to the body to which the itr kind 8 reacts?

*faceclaw* zwidth only works for itr's (but here for ANY kinds), not for bodys...


@topic:
I still have no clue how the move works...
Mind explaining it in a few lines?

Atm the only reason i could think of would be: The detection does work, but the deletion somewhere misses a zwidth-tag (and therefore can't work properly).
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
Reply
Thanks given by:
#26
(04-11-2010, 04:53 PM)Alblaka Wrote:  
(04-11-2010, 04:37 PM)Bamboori Wrote:  just had an idea: did you try to add the zwidth: to the body to which the itr kind 8 reacts?

*faceclaw* zwidth only works for itr's (but here for ANY kinds), not for bodys...


@topic:
I still have no clue how the move works...
Mind explaining it in a few lines?

Atm the only reason i could think of would be: The detection does work, but the deletion somewhere misses a zwidth-tag (and therefore can't work properly).
The frame called [deletion] only teminates the move after it's done. It's irrelevant.

I'll try to write a better explanation or I'll record a video of the move in action.

Edit:
I don't know how, but changing the hit_Fa: 1 ([main]) into a hit_Fa: 3 fixed the problem. It wasn't caused by a faulty y-alignment (have you seen the numbers I used? Haha), but I can't be bothered to explore this more than I have already.

Thanks for the feedback, everyone.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
Reply
Thanks given by:




Users browsing this thread: 2 Guest(s)