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Assuming the game just shuts down (possibly dishes out an "lf2.exe has stopped working"-message), I can pinpoint two things off the top of my head right now:
- one or more frames of firen_ball.dat have a really long name ("this_is_a_frame_name_which_makes_no_sense_whatsoever_just_to_prove_that_lf2_dies_when_trying_to_load_this"). Sometimes, it crashes during loading, sometimes during gameplay, sometimes, it just deals with it.
- a ridiculous amount of itr's and/or bdy's in one or more frames.
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02-13-2013, 01:44 AM
(This post was last modified: 02-13-2013, 01:45 AM by Hero destroyer.)
You didn't ask a question?
Ok, I try an easy one.
I open lf2 and try a new char. I didn't move him but he just suddenly move without getting hit. What does this char has?
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Some number on dvx or dvy or dvz on standing frame(ofc) ?
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(02-12-2013, 11:51 AM)Ramond Wrote: Reaper: That may have several causes,
1) x/y coordinates set wrong, so it appears somewhere off-screen
2) action: set incorrectly, so a wrong frame is spawned (perhaps one without anything)
3) Maybe the object limit is reached in-game
4) Perhaps no opoint_end? (Or would that cause an error, not sure.)
While all of those are possible, I was thinking of something different. Everything inside the opoint: is set correctly and the move never works, no matter where or when I try it.
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(02-13-2013, 08:05 AM)Reaper Wrote: While all of those are possible, I was thinking of something different. Everything inside the opoint: is set correctly and the move never works, no matter where or when I try it. It's in the first frame of a sequence.
You want to juggle a falling character by hitting him.
What do you need?
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(02-13-2013, 07:45 AM)Marko pro Wrote: Some number on dvx or dvy or dvz on standing frame(ofc) ?
Nope, it's called Rayman-effect. Check it on the mainsite. :P Adding those will instantly move directionally, I was talking about doing some punch or whatever.
(02-13-2013, 08:32 AM)YinYin Wrote: You want to juggle a falling character by hitting him.
What do you need?
juggle? Ermm, add a special bdy in the three falling part that doesn't have bdy.
This place motivates me to become an artist, this place motivates me to learn coding, this place made me grow up, showed me the ways to interact with people. Unlike the old childish of me myself, I've learned a lot and gotten some experiences. For me, it's not just a fan forum, it's a helpful community. From a noob to someone who would think before he speaks, looking back at my old post made me laugh hard, I'm grateful of the differences between these 2 years.
~Thank You All and Farewell
~Goodbye, LFE.
RIP - 14/04/2014
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Just a normal combo with the opponent already falling.
like deep: D>J
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02-15-2013, 02:07 PM
(This post was last modified: 02-15-2013, 02:08 PM by Ramond.)
The itrs that should juggle the enemy need a specific fall value, I believe it's 60+ (or rather, any fall value that would immediately send an unhit character into dance of pain or make him fall).
03:28 [BluePhoenix] sleep is for weakling.
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02-15-2013, 06:28 PM
(This post was last modified: 02-15-2013, 06:34 PM by YinYin.)
Yes. And what a coincidence, a related topic got dug up just now.
What are the two random ids for stage mode?
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02-15-2013, 06:36 PM
(This post was last modified: 02-15-2013, 06:39 PM by LutiChris.)
Id: 3000 between Bandit and Hunter
id: 1000 between all characters you have without typing the cheat code (excerpt template).
For dropped objects, what does the hashtag # stand for?
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