Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
SWU question
#1
Ok... I did'nt did data changing for while [ almost 1 month ] .. And forgot a bit.. In Lf2 Swu mod..woody does a move like... While doing the move some other woody's came out doing same move... And my question is how to do it and why does it happen?
Quit Playing LF2 But Still Love LF-EMPIRE....          
Reply
Thanks given by:
#2
It's like Julians mirror image (DJA).
You simply spawn the character in a certain frame that starts a sequence which ends with next: 1000.
Reply
Thanks given by: Alapottra , Songkar
#3
next: 1000 may sometimes not work. might as well use next: 9998 which makes it deletes itself.
back from the dead.....kinda
Reply
Thanks given by: Alapottra
#4
So, to make the answer to your question complete, the spawning is done by using an opoint with an OID that refers to the frame number of the first frame in which the character is doing the same thing (for exemple: woody's DvA). Only diffirence is that Woody uses the move coming from the frame stated in the standing frames etc (hit_Da) and the "fake" Woodys use diffirent frames without a bdy so he can not be hit. Next: 1000 is used to let the fake Woodys disappear.
Reply
Thanks given by: Alapottra
#5
Thanks for so many reply... And i just forget it ... So simple.. Lol .. Sorry for it...i asked it cuz i am too lazy to figure it out...

Edit - Thanks @neocrybt for the big explantion... It helped..
Quit Playing LF2 But Still Love LF-EMPIRE....          
Reply
Thanks given by:
#6
(07-31-2014, 04:36 PM)Alapottra Wrote:  Thanks for so many reply... And i just forget it ... So simple.. Lol .. Sorry for it...i asked it cuz i am too lazy to figure it out...

Edit - Thanks @neocrybt for the big explantion... It helped..

Ah, no problem. We've all been fairly new to data changing. Sometimes you have the knowledge in your head, but you just have to come by it which is not always easy ;) Glad to be of help.
Reply
Thanks given by: Alapottra
#7
(07-31-2014, 04:05 PM)Nyamaiku Wrote:  next: 1000 may sometimes not work. might as well use next: 9998 which makes it deletes itself.
I've never seen a scenario in which next: 1000 doesn't work. Please elaborate.
Also I'm pretty sure you mean state: 9998.
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
Reply
Thanks given by: YinYin , Alapottra
#8
(07-31-2014, 08:30 PM)Someone else Wrote:  I've never seen a scenario in which next: 1000 doesn't work. Please elaborate.
Also I'm pretty sure you mean state: 9998.
i did have a few problems waaay before with next: 1000(remember it was something with a ball).
ever since, i tend to use 9998 more often, though i still avoid using it if possible.
about whether it is a next or state, might be that i remember wrongly. but i guess 9998 can be used on both?
back from the dead.....kinda
Reply
Thanks given by:
#9
(08-01-2014, 04:56 AM)Nyamaiku Wrote:  i did have a few problems waaay before with next: 1000(remember it was something with a ball).
ever since, i tend to use 9998 more often, though i still avoid using it if possible.
about whether it is a next or state, might be that i remember wrongly. but i guess 9998 can be used on both?
So after a bit of testing I found out that it seems that whenever next: is bigger than or equal to 400 it deletes the object unless it is 999 in which the object goes to frame 0 (unless in the air) or in the range 1100-1299 in which it makes the object invisible.
That said I don't think the game handles the cases any different though I could be wrong obviously.

Could a better data changer confirm this?
Age ratings for movies and games (and similar) have never been a good idea.
One can learn a lot from reinventing wheels.
An unsound argument is not the same as an invalid one.
volatile in C++ does not mean thread-safe.
Do not make APIs unnecessarily asynchronous.
Make C++ operator > again
Trump is an idiot.
Reply
Thanks given by:
#10
Yeah, I've never had problems deleting objects with a random undefined next. I stick to 1000 though as original data uses it for that purpose.
Actually last time I tried that state to delete something it didn't do anything, never tried/used it again - I still don't know how it ended up on the main site.
Reply
Thanks given by:




Users browsing this thread: 1 Guest(s)