Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[solved] Something weird keeps happening with the picked and caught frames
#1
:[ 
Wassup(Classic Greeting)

Anyway i have been having this probelm everytime a character uses an itrkind3 attack on my character. For example just check the video animation below and you will see what I mean:


Sorry i gave the wrong link here it is:

http://s487.photobucket.com/albums/rr232...ip0034.flv


Now I don't no what to show you to fix this problem, but I am going to show you the picked and caught frames, if there's anything else you need to see just ask.

    DC-Code:
<frame> 130 picked_caught
   pic: 52  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 33  y: 25 
      fronthurtact: 132 backhurtact: 131 
   cpoint_end:
   wpoint:
      kind: 1  x: 31  y: 56  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 26  y: 14  w: 28  h: 66
   bdy_end:
<frame_end>
 
<frame> 131 picked_caught
   pic: 52  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 33  y: 25
      fronthurtact: 132 backhurtact: 132 
   cpoint_end:
   wpoint:
      kind: 1  x: 26  y: 54  weaponact: 31  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 26  y: 14  w: 28  h: 66
   bdy_end:
<frame_end>
 
<frame> 132 picked_caught
   pic: 51  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 33 
      fronthurtact: 131 backhurtact: 131 
   cpoint_end:
   wpoint:
      kind: 1  x: 39  y: 51  weaponact: 30  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 26  y: 14  w: 28  h: 66
   bdy_end:
<frame_end>
 
<frame> 133 picked_caught
   pic: 51  state: 10  wait: 2  next: 0  dvx: 0  dvy: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 33 
 
   cpoint_end:
   wpoint:
      kind: 1  x: 35  y: 46  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 134 picked_caught
   pic: 52  state: 10  wait: 2  next: 0  dvx: 0  dvy: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 33  y: 25
 
   cpoint_end:
   wpoint:
      kind: 1  x: 41  y: 36  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 135 picked_caught
   pic: 53  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 37  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2   x: 41  y: 43 
 
   cpoint_end:
   wpoint:
      kind: 1  x: 40  y: 39  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 136 picked_caught
   pic: 54  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 48  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 62
 
   cpoint_end:
   wpoint:
      kind: 1  x: 24  y: 32  weaponact: 33  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 137 picked_caught
   pic: 55  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 48  centery: 77  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 66
 
   cpoint_end:
   wpoint:
      kind: 1  x: 33  y: 75  weaponact: 32  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 138 picked_caught
   pic: 54  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 48  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 62
 
   cpoint_end:
   wpoint:
      kind: 1  x: 38  y: 64  weaponact: 31  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 139 picked_caught
   pic: 51  state: 10  wait: 2  next: 0  dvx: 0  dvy: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 33 
 
   cpoint_end:
   wpoint:
      kind: 1  x: 22  y: 47  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 140 picked_caught
   pic: 52  state: 10  wait: 2  next: 0  dvx: 0  dvy: 0  centerx: 31  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 33  y: 25
 
   cpoint_end:
   wpoint:
      kind: 1  x: 23  y: 43  weaponact: 20  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 141 picked_caught
   pic: 53  state: 10  wait: 2  next: 0  dvx: 0  dvy: 0  centerx: 37  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2   x: 41  y: 43 
 
   cpoint_end:
   wpoint:
      kind: 1  x: 30  y: 43  weaponact: 23  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 142 picked_caught
   pic: 54  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 48  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 62
 
   cpoint_end:
   wpoint:
      kind: 1  x: 32  y: 50  weaponact: 26  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 143 picked_caught
   pic: 55  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 48  centery: 77  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 66
 
   cpoint_end:
   wpoint:
      kind: 1  x: 30  y: 74  weaponact: 24  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 144 picked_caught
   pic: 54  state: 10  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 48  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 2  x: 43  y: 62
 
   cpoint_end:
   wpoint:
      kind: 1  x: 39  y: 67  weaponact: 25  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>




The main problem is when the character is hit by the itrkind3 she get's stuck in her jumping frames.
[Image: variaboss.png]
SUPER B*NER: :3
Reply
Thanks given by:
#2
Is your char bigger than 79x79?

Also, could you show us/me the jumping frames?
Reply
Thanks given by:
#3
OK here's the jumping frames:

Code:
<frame> 210 jump
   pic: 60  state: 4  wait: 2  next: 211  dvx: 0  dvy: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 38  w: 34  h: 42
   bdy_end:
   wpoint:
   kind: 1  x: 36  y: 57   weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 211 jump
   pic: 61  state: 4  wait: 1  next: 212  dvx: 0  dvy: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\017.wav
   bdy:
      kind: 0  x: 25  y: 19  w: 29  h: 59
   bdy_end:
   wpoint:
   kind: 1  x: 34  y: 50   weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

<frame> 212 jump
   pic: 62  state: 4  wait: 1  next: 0  dvx: 0  dvy: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 329
   bdy:
      kind: 0  x: 22  y: 9  w: 26  h: 63
   bdy_end:
   wpoint:
   kind: 1  x: 21  y: 38   weaponact: 26  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>

Please note i use a technique called double jump; here's the code for that as well:
Code:
<frame> 329 jump2
   pic: 126  state: 15  wait: 0  next: 330  dvx: 25  dvy: 2  dvz: 550  centerx: 40  centery: 79  hit_a: 330  hit_d: 0  hit_j: 0  mp: 25
    bdy:
      kind: 0  x: 19  y: 11  w: 38  h: 63
   bdy_end:
   itr:
      kind: 0  x: 27  y: 41  w: 33  h: 36  dvx: 0  dvy: 0  fall: 70  arest: 3  bdefend: 60  injury: 45  effect: 0
   itr_end:
<frame_end>

<frame> 330 jump2
   pic: 126  state: 15  wait: 1  next: 331  dvx: 25  dvy: 2  dvz: 550  centerx: 40  centery: 79  hit_a: 330  hit_d: 0  hit_j: 0
  sound: data\007.wav
   bdy:
      kind: 0  x: 19  y: 11  w: 38  h: 63
   bdy_end:
   itr:
      kind: 0  x: 27  y: 41  w: 33  h: 36  dvx: 0  dvy: 0  fall: 70  arest: 3  bdefend: 60  injury: 45  effect: 0
   itr_end:
<frame_end>

<frame> 331 jump2
   pic: 126  state: 15  wait: 1  next: 0  dvx: 25  dvy: 2 dvz: 550   centerx: 40  centery: 79  hit_a: 330  hit_d: 0  hit_j: 0
    bdy:
      kind: 0  x: 19  y: 11  w: 38  h: 63
   bdy_end:
   itr:
      kind: 0  x: 27  y: 41  w: 33  h: 36  dvx: 0  dvy: 0  fall: 70  arest: 3  bdefend: 60  injury: 45  effect: 0
   itr_end:
<frame_end>


Oh and no my character isn't bigger then 79x79
[Image: variaboss.png]
SUPER B*NER: :3
Reply
Thanks given by:
#4
Wanna know why? The 'Y-value' on your 'itr/kind3' for that sand attack too high (or low, whatever). It hits the character "underground". According to my understanding, LF2 engine associates all altitudes not at "ground level" to "in the air", and therefore forces the character to into the 'Jumping' frame. Basically, your character is "floating" around in a negative space :D.

Here's the basic solution.

Solution: Reduce the 'Y-value' on the 'Cpoint' and 'Itr/Kind3' frames on your sand attack.


~Solomon Leung
<div style="background-image:url('http://f.imagehost.org/0086/Fill.png'); filter:alpha(opacity=70); border-top:1px solid #000000; border-right:1px solid #000000; border-left: 1px solid #000000; border-bottom: 1px solid #000000"> <table border="0" width="100%"><tr><td width="500"><img src=http://g.imagehost.org/0170/FORUM_SIGNATURE.png opacity="1" alt="Little Fighter Code Lyoko"></td><td width="30"><img src="http://www.antoninasdesigns.com/images/real-gray-square.gif" width="1" height="100"></td><td><font face=monotype corsiva><font color=#0A298F><font size="4"><b><i>~Solomon Leung</size><br><font size="2">P.S. I Just Lost <a href="http://www.losethegame.org" target="_blank" style="text-decoration: none"><font color=#0A298F>The Game</font></a></b></i></font></font></size></td></tr></table></div>
Reply
Thanks given by:
#5
The problem is, he can't change the Itr/Kind3, because that's a move of a NTSD character, NTSD is moleboxed so he can't acces the datas....
the only thing what is not moleboxed is the data.txt file, so he could add his own character to the game

btw. that move works on every other char without bugs, so it's not the ik3
Reply
Thanks given by:
#6
try and change you caught frame next value to a new caught frame in stead of next 0 because it seem to me as you have too many next 0.. if that does'nt fix the problem try and change the jump back to normal..if that doesn' fix the problem also copy paste a new caught frame and replace that one that you have already....if nothing works then i guest your character need a renew data
Naruto: Dawn Of Era...begins a new era [Image: ndoe.png]own....
Reply
Thanks given by:
#7
Oh never mind, zxcv helped me fix it, strangely enough it was something to do with the lying frame, i don't understand it, but oh well problem solved.
[Image: variaboss.png]
SUPER B*NER: :3
Reply
Thanks given by:
#8
Well, your char did fall down before she goes to that jumping frame. So I guess it's not much of a surprise.
Reply
Thanks given by:




Users browsing this thread: 2 Guest(s)