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[solved] 2 basic questions
#1
1st. k, the topic says all, can someone give all the f***ing list of sourcecode that limits opoint frame element? cus i've added an opoint to my character in his rowing(when u press jump in "back" flying state) frame and nothing happen...

2nd. where's the rowing(when u press jump in "front" flying state)frame?

and for the 1st problem code:
    DC-Code:
THE ROWING OPOINTING FRAME
--------------------------------------
<frame> 100 rowing
   pic: 65 state: 6  wait: 1  next: 101  dvx: -7  dvy: -5  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\017.wav 
   wpoint:
      kind: 1  x: 43  y: 66  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 101 rowing
   pic: 66  state: 6  wait: 3  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39 y: 79 action: 5 dvx: 0  dvy: 0  oid: 402
   opoint_end:
   wpoint:
      kind: 1  x: 53  y: 54  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
 
-----------------------------------------------------------------------
 
 
THE OPOINTED OBJECT
----------------------------------
<frame> 5 Spark
   pic: 0  state: 3005  wait: 0  next: 6  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 6 Spark
   pic: 1  state: 3005  wait: 0  next: 7  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 7 Spark
   pic: 2  state: 3005  wait: 0  next: 8  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 8 Spark
   pic: 3  state: 3005  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>



and even if there r something wrong on my code, pls give me all sourcecode thingy that limits opoint :(
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#2
dunno what's the problem, I guess it's because of state: 6 or the id is wrong or whatever...

and the front dodging rowing thingy frames are after the normal rowing, means the last two frames of all the rowing stuff
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Thanks given by: vandesdelca
#3
k, thx for the other rowing info but...

experimented with another state:
    DC-Code:
<frame> 100 rowing
   pic: 65 state: 6  wait: 1  next: 101  dvx: -7  dvy: -5  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\017.wav 
   wpoint:
      kind: 1  x: 43  y: 66  weaponact: 22  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 101 rowing
   pic: 66  state: 3  wait: 120  next: 0  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 39 y: 79 action: 10 dvx: 0  dvy: 0  oid: 402
   opoint_end:
   wpoint:
      kind: 1  x: 53  y: 54  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>



note: the opoint action change to 10, since i think it must be at that state or whatever...


still not working...

EDIT: well, its not so important anyway just leave it, so... is there anybody who have a full list of sourcecode?
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#4
first of all.. wtf? why action: 10? your opointed object has only 8 frames...
second.. you could try out state 5 or like nave said check the id of your object..
edit:
or tell us more about your idea behind it.. i mean your opointed object is pretty much doing nothing? (only showing sprites at the moment as i see it)
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should totally allow people to be all trolley on their birthday :D
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Thanks given by: vandesdelca
#5
What do you mean by "full list of source code"?

Besides that the rowing is pretty much set. Means: any opoint will not be cared for. Pretty much like the fact that if you write "next: 999", the char will go to frame 0. It's some sort of default thing.
Silverthorn / Blue Phoenix
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#6
Ok, could you just tell me what is supposed to happen, and what is the problem you are having so i can try and help you fix it.
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SUPER B*NER: :3
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#7
Phil Wrote:first of all.. wtf? why action: 10? your opointed object has only 8 frames...
The number of frames doesn't matter at all...you could even put action: 100 and it would work as long as you have a frame 100 in your opointed object.
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#8
@above: but he doesn't have a frame 10 in his opointed object ;) (or he hid it until now)
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should totally allow people to be all trolley on their birthday :D
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#9
I guess he changed his starting frame from 0 to 10...but i doubt that would fix his problem :)
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#10
@BP, i mean something like
"opoint can't activate at the 1st frame of a move"
"an object will opointed 1z lower than the opointer"
etc,etc,

EDIT: sry, just noticed that the id is wrong
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