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[solved] Where is problem? [code]
#1
I want to create char that create object and can't do another before las one disapear. I do this (using itr/kind 8 ) but dont work ;/

Object:
    DC-Code:
<bmp_begin>
file(0-23): sprite\sys\blocker.bmp  w: 81  h: 82  row: 4  col: 2
<bmp_end>
 
 
<frame> 0 flying
   pic: 0  state: 3  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 41  hit_a: 7  hit_d: 0  hit_j: 0 
   itr:
   kind: 0 x: -9999 y: -4000 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
   effect: 5
   itr_end: 
   bdy:
      kind: 0  x: 40  y: -5000  w: 100  h: 100
   bdy_end:
<frame_end>
 
 
 
<frame> 100 dystroyd
   pic: 21  state: 3005  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 47  centery: 43  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


Char:
    DC-Code:
<frame> 353 blocker
   pic: 124  state: 3  wait: 3  next: 354  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 8 x: 40  y: -5010  w: 9000  h: 200 dvx: 999 injury: 0 zwidth: 900
   itr_end:
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 354 blocker
   pic: 124  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 110  y: 22  action: 0  dvx: 0  dvy: 0  oid: 234  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
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#2
There are quite a few things that I noticed:
- itr/k:8 can't be used to make t0- react to t3-objects. Your char will NEVER go to frame 999 (btw, chances are high that the char will delete itself, instead, use something like dvx: 1). Instead, do this with itr/k:3, then you can make your char go to a certain frame with the t3-object.
- in order to make the object go to the destroyed-frames, you need to add a hit_d: 100 in the object-file.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
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#3
I just want to when objects is in game char cant create more of that object dont look on destroy fames. ;]
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#4
Well then disregard the second point. There's still the first one to be fixed by you.


@below: It'd be better for us all if you read what people suggest.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

» Gallery | » Sprites | » DeviantArt
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#5
What i must do to make it work?

@ Edit
Trying with itr/king 3 but still dont work ;/
please help!
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#6
Use ik3 in the t3, not the char.
FOLLOW THE RULES!

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#7
Well, since I'm bored...

You want the character to be able to summon the ball again after it disappears, right? Here's the answer:

    DC-Code:
;Patch your 'Ball' Frames with this. Fix your spelling, too.
 
<frame> 0 flying
   pic: 0  state: 3000  wait: 1  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 41  hit_a: 7  hit_d: 0  hit_j: 0 
   itr:
        kind: 0 x: -9999 y: -4000 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
        effect: 5
   itr_end: 
   bdy:
      kind: 0  x: 0  y: 0  w: 100  h: 100
   bdy_end:
<frame_end>
 
<frame> 1 flying
   pic: 0  state: 3000  wait: 0  next: 1  dvx: 0  dvy: 0  dvz: 0  centerx: 40  centery: 41  hit_a: 7  hit_d: 0  hit_j: 0 
   opoint:
      kind: 1  x: 40  y: 65 action: 355 dvx: 0  dvy: 0  oid: 'Blocker ID'  facing: 0
   opoint_end:
   itr:
        kind: 0 x: -9999 y: -4000 w: 99999 h: 9999 zwidth: 9999 dvx: 0 dvy: 0 fall: -1 vrest: 8 bdefend: 100 injury: 0
        effect: 5
   itr_end: 
   bdy:
      kind: 0  x: 0  y: 0  w: 100  h: 100
   bdy_end:
<frame_end>
 
 
 
<frame> 20 destroyed
   pic: 21  state: 3002  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 47  centery: 43  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


    DC-Code:
; Patch your 'Character' Frames with this. Make sure to leave frame '355', '356', and '357' open.
 
<frame> 353 blocker
   pic: 124  state: 3  wait: 3  next: 354  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 8 x: 40  y: -5010  w: 9000  h: 200 dvx: 357 injury: 0 zwidth: 900
   itr_end:
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 354 blocker
   pic: 124  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 110  y: 22  action: 0  dvx: 0  dvy: 0  oid: 234  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 357 blocker
   pic: 124  state: 3  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 37  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 355 blocker
   pic: 1000  state: 3 wait: 2  next: 356 dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 21  y: -5000  w: 43  h: 100
   bdy_end:
<frame_end>
 
 
<frame> 356 blocker ;Not really needed actually, but oh well...
   pic: 1000  state: 9998 wait: 1  next: 1000 dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


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