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[solved] dvz-ing opoint?
#1
sry for spamming at the thread but... i don't know why, why do my DC-ed stuff always have some problems:(
and now when i opointed object that opoint another object and so on, the opoint kinda strange
it looks like this:
i'm sure the centery and centex of the object was right, cus when i activate the object at the lowest of the BG, the opoint is normal =====>
so... is there a problem with the data?
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#2
The balls fly "down" if you are somewhere, but "straight" if you are on the lowest bg part?

> Your T3s can be affect by dvz (pressing up/down) and therefore fly further downwards or something... on the lowest edge of BG flying down isn'T possible, therefore they go straight...


I don't think, that is really the problem, but i cannot find anything else that could cause such a thing..
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Alblaka
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#3
Is the combination DvJ or DvA, if yes then when you press these buttons at the same time the opoint can be affected by the "down"-button so it flies down on the z-axis

to solve this add a dvz: 550 in the first frame of your ball
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#4
sourcecode related. when u opoint an object, its z value is always opointer's z + 1.

to fix this, just use hit_j: thingy. in the first frame, do wait: 0 (or maybe it's 1? try it) and hit_j: 49.and 2nd frame make it hit_j: 50 (to stop the z movement).



Azriel~
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#5
(05-10-2009, 09:21 AM)TheNave Wrote:  Is the combination DvJ or DvA, if yes then when you press these buttons at the same time the opoint can be affected by the "down"-button so it flies down on the z-axis

to solve this add a dvz: 550 in the first frame of your ball

the combination is D>JA.
@azriel:
do i really have to set that hit_j thing? using dvz 550 isn't the solution?
and which hit_j: is the faster? 49?

problem screenshots:
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#6
Quote:do i really have to set that hit_j thing? using dvz 550 isn't the solution?
Both of them will work.

Quote:and which hit_j: is the faster? 49?
Compare to what?
Anyway, Test it out, you'll know the result.
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#7
i doubt dvz: 550 works. as i said, the sourcecode automatically makes the z value of any opointed object 1 + the z value of the object that is creating it.

hit_j: 48 means move up 2 px every time unit.
hit_j: 49 means move up 1 px every time unit.
hit_j: 50 is the middle (stop movement)
hit_j: 51 means move down 1 px every time unit.
hit_j: 52 means move down 2 px every time unit.



Azriel~
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