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[solved] Ball hitting the ground
#1
Yo, (gangster greeting) I am trying to make a normal ball hit the ground, but it doesn't seem to work, fix it.

Just kidding :P Well, i am trying to get a ball to hit the ground, but it doesn't seem to work.

Here's the code:

Code:
<bmp_begin>
file(0-69): sprite\sys\Usopp_balls.bmp  w: 79  h: 79  row: 10  col: 4
<bmp_end>

<frame> 0 ball
   pic: 0  state: 3000  wait: 1  next: 1  dvx: 0  dvy: 3 centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0  hit_Fa: 3
   itr:
      kind: 0  x: 38  y: 48  w: 1  h: 1  dvx: 0  fall: 20  vrest: 15  bdefend: 10  injury: 10  effect: 0
   itr_end:
<frame_end>

<frame> 1 ball
   pic: 0  state: 3000  wait: 1  next: 2  dvx: 0  dvy: 3 centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0  hit_Fa: 3
   itr:
      kind: 0  x: 38  y: 48  w: 1  h: 1  dvx: 0  fall: 20  vrest: 15  bdefend: 10  injury: 10  effect: 0
   itr_end:
<frame_end>

<frame> 2 ball
   pic: 0  state: 3000  wait: 1  next: 3  dvx: 0  dvy: 3 centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0  hit_Fa: 3
   itr:
      kind: 0  x: 38  y: 48  w: 1  h: 1  dvx: 0  fall: 20  vrest: 15  bdefend: 10  injury: 10  effect: 0
   itr_end:
<frame_end>

<frame> 3 ball
   pic: 0  state: 3000  wait: 1  next: 4  dvx: 0  dvy: 3 centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0  hit_Fa: 3
   itr:
      kind: 0  x: 38  y: 48  w: 1  h: 1  dvx: 0  fall: 20  vrest: 15  bdefend: 10  injury: 10  effect: 0
   itr_end:
<frame_end>

<frame> 4 ball
   pic: 0  state: 3000  wait: 1  next: 1  dvx: 0  dvy: 3 centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0  hit_Fa: 3
   itr:
      kind: 0  x: 38  y: 48  w: 1  h: 1  dvx: 0  fall: 20  vrest: 15  bdefend: 10  injury: 10  effect: 0
   itr_end:
<frame_end>

<frame> 10 ball
   pic: 999  state: 3001  wait: 10  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 20 ball
   pic: 999  state: 3002  wait: 10  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\025.wav
<frame_end>

<frame> 30 ball
   pic: 999  state: 3003  wait: 10  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 49  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\025.wav
<frame_end>


<frame> 50 start
   pic: 0  state: 3000  wait: 0  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_Fa: 3
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>

<frame> 60 ground
   pic: 0  state: 3005  wait: 2  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 49  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\025.wav
<frame_end>
<frame> 61 ground
   pic: 0  state: 3005  wait: 2  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 49  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


<frame> 40 tail
   pic: 999   state: 3005  wait: 1  next: 1000    dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 25
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 41 tail
   pic: 999   state: 3005  wait: 1  next: 1000    dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 25
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 42 tail
   pic: 999  state: 3005  wait: 1  next: 1000    dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 25
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 43 tail
   pic: 999  state: 3005  wait: 1  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25
   hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


<frame> 94 ball
   pic: 1000  state: 3005  wait: 2  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 49  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\025.wav
<frame_end>

I tried using MH chasing ball technique, which goes onto the ground, instead of going into mid-air. Weirdly enough, it goes on the ground then the sprite keeps going down, then the shadow chases the opponent, how can i fix this?
[Image: variaboss.png]
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#2
Well... you didn't use the right chase lol

You gotta have a hit_Fa: 7 in your flying-frames (aka. 0-4). Try if it works then.
Silverthorn / Blue Phoenix
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#3
actually he did =p. hit_Fa: 3 and 7 both work, but 7 needs 3 to be used before it (maybe 1 and 2 work as well - it just needs a target).

anyways, you need frame 60. that's the on_ground frame.



Azriel~
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#4
lol I don't know if the order of the frames plays a role, but he does have a frame 60
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#5
lol yup the order of frames does play a role. didn't read carefully, but that's probably the prob =p



Azriel~
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#6
c'mon guys, it isn't THAT difficult... if it wasn't Madara I'd tell the solution, but I hate him
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#7
Never mind. I fixed it by changing the object to a type 0. I just had to play with the hitting the ground frames, then it came out look very nice. :P
[Image: variaboss.png]
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#8
But you know that having it a type 0 makes it selectable in char selection screen? Should be possible without type 0 (even if the beginning data for chars is missing)
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#9
Sorry, not Type 0, Type 1. Sorry my bad.
[Image: variaboss.png]
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