03-14-2015, 05:59 PM
What I want to make is a template that can kick another template while he's in his lying frames. I want him to do this without a special input, so simply by standing above him and hitting 'attack'
I know it is possible, SWU-Dennis was given a move like this when I was in the SWU LF2 team. It even worked correctly with the use of cpoint, something that I can't seem to get right.
It seems the SWU LF2 team never released Dennis with the move on him.. Too bad, because I wanted to study this data of course. Anyway, I have been trying some stuff myself, and now I have 2 options for this attack:
Method 1: Using a special input (DvA) and a cpoint. He can grab and attack the opponent, but afterwards, he jumps up.
Lying frame with bdy:
So the main problem is that after being hit, the hurt template should remain lying on the ground, but he jumps up. I've been trying to fix this for a couple of hours now...
The second problem is: can I diffirentiate between lying on the back or on the front, as you always send the opponent to one frame (frame 239)? Using '239 241' (where 241 would be lying on the front) doesn't work.
Method 2: using a special input without involving cpoint.
You just need the bdy in the lying frames and realise the hit using an itr.
itr:
kind: 0 x: 10 y: 0 w: 60 h: 10 dvx: 2 bdefend: 0 injury: 50 fall: -1 arest: 10
itr_end:
Fall: -1 is there so that the opponent won't go to his jumping frame.
So I really want to know
- how I can make this happen by pressing only 'attack' while standing above him;
- how to keep him on the ground, instead of jumping up after being caught;
- how to keep him in the same lying position as how you found him (so either face down, or face up)
I hope someone can help me with this. I couldn't find a solution on the forum.
I know it is possible, SWU-Dennis was given a move like this when I was in the SWU LF2 team. It even worked correctly with the use of cpoint, something that I can't seem to get right.
It seems the SWU LF2 team never released Dennis with the move on him.. Too bad, because I wanted to study this data of course. Anyway, I have been trying some stuff myself, and now I have 2 options for this attack:
Method 1: Using a special input (DvA) and a cpoint. He can grab and attack the opponent, but afterwards, he jumps up.
Lying frame with bdy:
Code:
<frame> 230 lying
pic: 34 state: 14 wait: 30 next: 219 dvx: 0 dvy: 0 centerx: 39 centery: 72 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 35 y: 74 weaponact: 32 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 15 y: -5 w: 50 h: 10
bdy_end:
<frame_end>
Code:
<frame> 235 kick
pic: 0 state: 3 wait: 2 next: 236 dvx: 0 dvy: 550 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 3 x: 15 y: -5 w: 50 h: 15 vrest: 7
catchingact: 236 236 caughtact: 239 throwvx: 0 throwvy: 6 throwvz: 0 throwinjury: 30
itr_end:
<frame_end>
<frame> 236 kick
pic: 95 state: 9 wait: 3 next: 237 dvx: 0 dvy: 550 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 39 y: 0
vaction: 239 aaction: 239 hurtable: 0
cpoint_end:
<frame_end>
<frame> 237 kick
pic: 81 state: 9 wait: 5 next: 238 dvx: 0 dvy: 550 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 1 x: 39 y: 0 vaction: 239 aaction: 239 hurtable: 0 injury: 65
cpoint_end:
<frame_end>
<frame> 238 kick
pic: 0 state: 9 wait: 10 next: 999 dvx: 0 dvy: 550 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\014.wav
cpoint:
kind: 1 x: 39 y: 0 vaction: 239 aaction: 239 hurtable: 0
cpoint_end:
<frame_end>
<frame> 239 lying_caught_onback
pic: 34 state: 10 wait: 100 next: 240 dvx: 0 dvy: 550 centerx: 39 centery: 72 hit_a: 0 hit_d: 0 hit_j: 0
cpoint:
kind: 2 x: 39 y: 0
cpoint_end:
<frame_end>
<frame> 240 lying_caught_onback
pic: 34 state: 10 wait: 0 next: 230 dvx: 0 dvy: 550 centerx: 39 centery: 72 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
So the main problem is that after being hit, the hurt template should remain lying on the ground, but he jumps up. I've been trying to fix this for a couple of hours now...
The second problem is: can I diffirentiate between lying on the back or on the front, as you always send the opponent to one frame (frame 239)? Using '239 241' (where 241 would be lying on the front) doesn't work.
Method 2: using a special input without involving cpoint.
You just need the bdy in the lying frames and realise the hit using an itr.
itr:
kind: 0 x: 10 y: 0 w: 60 h: 10 dvx: 2 bdefend: 0 injury: 50 fall: -1 arest: 10
itr_end:
Fall: -1 is there so that the opponent won't go to his jumping frame.
So I really want to know
- how I can make this happen by pressing only 'attack' while standing above him;
- how to keep him on the ground, instead of jumping up after being caught;
- how to keep him in the same lying position as how you found him (so either face down, or face up)
I hope someone can help me with this. I couldn't find a solution on the forum.