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[solved] Gravity, state opoints and backwards stopping.
#1
Greetings, fellows. I have a few questions in semi-basic data changing, so would appreciate it if you could think of a solution.

[Solved - Freeze's Whirlwind]
1) Gravity. I.e, itr which pulls all characters/objects within a range toward the original user without attacking them. Is it possible? I mean, it has to attract both sides toward the user.
This is probably impossible, but can it be done based on their current distance from said user (i.e like a real gravitational force)?

[Solved - More or less independent of state, depends on first frame]
2) Opoints. I've noticed they can't be used in the first frame of a method (e.g when linked directly from standing). Before I noticed that though, it seemed as though certain states did not allow them, like 2 or 3 for example. Is it true?

[Solved - http://www.lf-empire.de/forum/showthread.php?tid=4470]
3) Backwards stopping. Yes, hit_back is useless, I've heard.
However, is it possible to somehow manually set hitting the backwards key to do something other than hit_d?
If not, in state 301, is it possible to force "back" into acting the same as hit_d?

Regards and thanks ahead,
D.
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#2
(05-26-2010, 08:26 AM)D137Pi Wrote:  Greetings, fellows. I have a few questions in semi-basic data changing, so would appreciate it if you could think of a solution.

1) Gravity. I.e, itr which pulls all characters/objects within a range toward the original user without attacking them. Is it possible? I mean, it has to attract both sides toward the user.
This is probably impossible, but can it be done based on their current distance from said user (i.e like a real gravitational force)?
-ik0, fall-1(or 0 if you don't need them in the standing frame), dvx: -1
2) Opoints. I've noticed they can't be used in the first frame of a method (e.g when linked directly from standing). Before I noticed that though, it seemed as though certain states did not allow them, like 2 or 3 for example. Is it true?
-wrong. all states allow them. you got something wrong there, you sure it's opoint: kind: 1?
3) Backwards stopping. Yes, hit_back is useless, I've heard.
However, is it possible to somehow manually set hitting the backwards key to do something other than hit_d?
If not, in state 301, is it possible to force "back" into acting the same as hit_d?
-you mean hit the < key to stop? dunno.
edit: and gravity- if you wanted you could tilt the screen.
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#3
(05-26-2010, 08:40 AM)forgetlatios Wrote:  
(05-26-2010, 08:26 AM)D137Pi Wrote:  Greetings, fellows. I have a few questions in semi-basic data changing, so would appreciate it if you could think of a solution.

1) Gravity. I.e, itr which pulls all characters/objects within a range toward the original user without attacking them. Is it possible? I mean, it has to attract both sides toward the user.
This is probably impossible, but can it be done based on their current distance from said user (i.e like a real gravitational force)?
-ik0, fall-1(or 0 if you don't need them in the standing frame), dvx: -1
2) Opoints. I've noticed they can't be used in the first frame of a method (e.g when linked directly from standing). Before I noticed that though, it seemed as though certain states did not allow them, like 2 or 3 for example. Is it true?
-wrong. all states allow them. you got something wrong there, you sure it's opoint: kind: 1?
3) Backwards stopping. Yes, hit_back is useless, I've heard.
However, is it possible to somehow manually set hitting the backwards key to do something other than hit_d?
If not, in state 301, is it possible to force "back" into acting the same as hit_d?
-you mean hit the < key to stop? dunno.
edit: and gravity- if you wanted you could tilt the screen.

Thanks for replying.

1) As I'm unable to test this currently, do these commands attract the characters towards the user's centerx/centery? I dunno what exactly it has to do with tilting the screen...? I don't wish to affect the entire game's gravity, but rather just add another center of gravity on command (like a "black hole" of sorts).

2) Again, not in front of the DC, but I think it was kind: 0 (duplication of a character which disappears immediately afterwards). It didn't work when I tried to add a "running shadow" with a custom running method in 9/10/11, I believe. Could it be because running is a sort of a method applied by pressing >>?

3) Yet Firzen is able to stop either by pressing < or D while using the ball attack. Is that because of the state he's in?
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#4
1) Freeze's whirlwind should do the trick, really. It'll suck everything towards the specified center (aka. centerx). You can copy the itr and enlarge it a little.

2) As forgetlatios said, opoints always work (except for the first frame of a sequence, of course). Just be sure that you do not use a different kind other than those specified on the mainsite: http://www.lf-empire.de/en/lf2-empire/da...ject-point

3) I am not sure why, but sometimes (at least it seems that way), Firen can be stopped in his burn-run by hitting the back-key. I can't think of a solution of the problem right now (if there is any, that is) but it is very likely that this will only work with hex-editing.
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#5
(05-26-2010, 09:33 AM)Blue Phoenix Wrote:  3) I am not sure why, but sometimes (at least it seems that way), Firen can be stopped in his burn-run by hitting the back-key. I can't think of a solution of the problem right now (if there is any, that is) but it is very likely that this will only work with hex-editing.

There is a tut from Azriel about this, discribing the function of this AND showing a method to use it as charging button...

Recently read it..

And atm desperately searching for it o.o
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#6
(05-26-2010, 09:33 AM)Blue Phoenix Wrote:  1) Freeze's whirlwind should do the trick, really. It'll suck everything towards the specified center (aka. centerx). You can copy the itr and enlarge it a little.

2) As forgetlatios said, opoints always work (except for the first frame of a sequence, of course). Just be sure that you do not use a different kind other than those specified on the mainsite: http://www.lf-empire.de/en/lf2-empire/da...ject-point

3) I am not sure why, but sometimes (at least it seems that way), Firen can be stopped in his burn-run by hitting the back-key. I can't think of a solution of the problem right now (if there is any, that is) but it is very likely that this will only work with hex-editing.

Thanks for replying.

1) That looks like exactly what I'm looking for, thanks.

2) That link refers to kinds of balls or weapons... does the same apply to characters (e.g attempting to apply Rudolf's cloning while walking)?

3) So you believe the reason it works is due to the game's engine rather than the state?
Ah, I really wouldn't like to get into hex editing yet... :s
(05-26-2010, 09:45 AM)Alblaka Wrote:  
(05-26-2010, 09:33 AM)Blue Phoenix Wrote:  3) I am not sure why, but sometimes (at least it seems that way), Firen can be stopped in his burn-run by hitting the back-key. I can't think of a solution of the problem right now (if there is any, that is) but it is very likely that this will only work with hex-editing.

There is a tut from Azriel about this, discribing the function of this AND showing a method to use it as charging button...

Recently read it..

And atm desperately searching for it o.o

http://www.lf-empire.de/forum/showthread...light=azri
Are you referring to this post?

I don't think it fits what I'm looking for, as I wish to make a one-time hit which stops the action (like pressing < while running leads to stop_running), rather than a constant press to hold back.
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#7
AUGH. i'm going... to do... something... now...
ok he's right- it doesn't work because the running frames have next: 0 and walking frames next: 999. but the states still work.
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#8
(05-26-2010, 10:02 AM)D137Pi Wrote:  http://www.lf-empire.de/forum/showthread...light=azri
Are you referring to this post?

I don't think it fits what I'm looking for, as I wish to make a one-time hit which stops the action (like pressing < while running leads to stop_running), rather than a constant press to hold back.

But that's exactly what you're looking for ^^

Just replace the hit_d:249 with the frame you want to, add the mp:500 in it and you got a move which is performed/aborted by pressing "back".

The charging thingy is only an effect of setting the hit_d-value to a previous flame, creating a circle ^^
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#9
mmmh install this deep and argue about states... lol nah i had to throw in some state 15s but it still runs on uhh... normal running. :P
http://www.mediafire.com/file/cyemjdzymmr/deep.dat

the reason state: 2 doesn't work is because... well in the exe, frame 9 goes to frame 10, 10 to 11, 11 to 10, and this second 10 to 9. or something. and there isn't and next: in it. so technically, its still the first frame.
and i also showed its possible to opoint while walking. just hit a or d to stop walking
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#10
(05-26-2010, 10:39 AM)forgetlatios Wrote:  mmmh install this deep and argue about states... lol nah i had to throw in some state 15s but it still runs on uhh... normal running. :P
http://www.mediafire.com/file/cyemjdzymmr/deep.dat

the reason state: 2 doesn't work is because... well in the exe, frame 9 goes to frame 10, 10 to 11, 11 to 10, and this second 10 to 9. or something. and there isn't and next: in it. so technically, its still the first frame.
and i also showed its possible to opoint while walking. just hit a or d to stop walking

So basically, I can create a form of running by directly applying 9->309, 10->310, 11->311, 10->312, making a next: chain 309->310->311->312->309 and possibly changing the state to something other than 2/3 which would enable opointing in frames 310-312?

Ah, sorry. Don't have a DC on this computer, so I'll test everything when I get back to the other one.
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