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Deleting Bug and Weapon Removal
#1
SO i am working on Goku for a mod (rather MY mod :P)

and I made his kaioken move but a wild bug appears..

While he is in his kaioken stance, if I press UP and other arrow keys he deletes itself!!

Code:
<frame> 280 kaioken!
   pic: 58  state: 7  wait: 2  next: 281  dvx: 550  dvy: 550  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0  mp: 07120
   sound: data\sounds\goku_kaioken.wav
   bdy:
      kind: 0  x: 30  y: 36  w: 35  h: 44
   bdy_end:
<frame_end>

<frame> 281 kaioken!
   pic: 59  state: 7  wait: 2  next: 282  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 30  y: 36  w: 35  h: 44
   bdy_end:
<frame_end>

<frame> 282 kaioken!
   pic: 90  state: 7  wait: 2  next: 283  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 30  y: 36  w: 35  h: 44
   bdy_end:
<frame_end>

<frame> 283 kaioken!
   pic: 91  state: 7  wait: 1  next: 284  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 286  hit_d: 999  hit_j: 0
   opoint:
      kind: 1  x: 42  y: 55  action: 50  oid: 230
   opoint_end:
   bdy:
      kind: 0  x: 30  y: 36  w: 35  h: 44
   bdy_end:
<frame_end>

<frame> 284 kaioken!
   pic: 90  state: 7  wait: 2  next: 285  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 286  hit_d: 999  hit_j: 0  mp: -5
   bdy:
      kind: 0  x: 30  y: 36  w: 35  h: 44
   bdy_end:
<frame_end>

<frame> 285 kaioken!
   pic: 91  state: 7  wait: 3  next: 283  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 286  hit_d: 999  hit_j: 0  mp: -5
   bdy:
      kind: 0  x: 30  y: 36  w: 35  h: 44
   bdy_end:
<frame_end>

^ These are the frames for it.. 286 is the frame where he starts attacking..

Need help urgent!

Also can someone tell me how to remove all weapons from game without any bugs in detail? Thanks in advanced! :D
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#2
Try to use an existing frame for hit_d:

To remove weapons have only one object in the id range of 100-199 that deletes itself.
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Thanks given by: Rhino.Freak
#3
iirc you also need hit_j: to be the same value as hit_d: for frames with mp: -ve (and as per yinyin's post, don't use 999, use something with next: 999).



Azriel~
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Thanks given by: Rhino.Freak
#4
(06-26-2013, 06:42 AM)Azriel Wrote:  iirc you also need hit_j: to be the same value as hit_d: for frames with mp: -ve
You've tried to sneak this misinformation before. It's not true.
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#5
well I did what you said and he doesn't deletes himself but still he goes to the frames upon my random pressing of arrow keys and I have no idea why >.<

about the weapons, glad it works thanks a lot :)

OOH! and there's another problem with a ball, can I state it here or shall I start a new thread?
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#6
It's not random. It's pressing the backwards key.

If you don't want that to happen don't use a negative mp value together with a hit_d that leads out of your loop.
You can leave the hit_d in frame 283 and change the other two to 283. (If you used their own frame number you would gain mp by pressing D there due to the negative values)

edit: state it here if you like - and maybe change the thread title
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Thanks given by: Rhino.Freak
#7
Alright thanks again Yin :)

so the ball is a chasing one, that shouldn't do any movements in y-axis, just follow his paths like in the dvx.
I added hit_Fa: 1 in it for chasing, now :

when it misses opponent, ball keeps getting low and low and atlast just 1 pixel up the ground and then travels there going up and down in the z-axis..
when opponent is in air, the ball goes upwards irrespective of it having dvy: 550 in its flying ones.. help meh!
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#8
That's a tough one because you cannot easily change how a chase moves (as that's all predefined - you just select a type).
You should switch to one that does not have y movement like hit_Fa: 3.
However it might still drop very slowly. There is a solution Sinow developed for his pet:
(03-08-2008, 12:24 AM)Sinow Wrote:  3. dvy: 550 doesn't work in combination with hit_Fa: 7, and since this is the only one we can use, we have to find a way around it.
[...]
3. By carefully creating a balance between dvy: 550 and dvy: -1 and by using an occasional correction frame, we can counter the sinking effect of the hit_Fa: 7
You can have a look at a sample chase that does not change y position in Beeyas Raven.
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Thanks given by: Rhino.Freak
#9
hmm, I'll go with Fa 3 then.. also when I opoint the ball its gets formed first and then launched, due to that the ball goes WHICHEVER the direction the opponent is, how can I make it go straight ONLY?
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#10
Give it some momentum before you let it chase with a hit_Fa.
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