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[solved] ik8 problems...
#1
yea- actually i'm not sure if ik8 specifically is the problem... but lol this move has ~5 uses of ik8. so yea. what i'm currently trying to do is make dennis' DvA "teleport" to close enemies, and only if there is an enemy nearby should he continue to attack. if not, he kicks and goes back to standing. so...

chara(dennis)
    DC-Code:
<frame> 265 many_foot
   pic: 13  state: 3  wait: 0  next: 320  dvx: 2  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 175
   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: 18  y: 17  w: 33  h: 63
   bdy_end:
<frame_end>
 
<frame> 320 many_foot
   pic: 13  state: 3  wait: 1  next: 266  dvx: 2  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 175
   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: 18  y: 17  w: 33  h: 63
   bdy_end:
opoint:
      kind: 1  x: 26  y: 79  action: 309  dvx: 0  dvy: 0  oid: 230  facing: 0
   opoint_end: #opoint ball with ik8(later i'll explain)
<frame_end>
 
<frame> 266 many_foot
   pic: 162  state: 3  wait: 6  next: 267  dvx: 1  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 9  y: 14  w: 35  h: 65
   bdy_end:
   itr:
      kind: 0  x: 12  y: 51  w: 68  h: 17  dvx: 2  fall: 1  vrest: 7  bdefend: 16  injury: 27  
   itr_end:
opoint:
      kind: 1  x: 26  y: 79  action: 309  dvx: 0  dvy: 0  oid: 9  facing: 0
   opoint_end: #opoint disappear effect
   itr:
      kind: 8  x: -450  y: 1900  w: 750  h: 300  dvx: 277  injury: 0  zwidth: 200
   itr_end: #ik8 move to (hopefully) opointed out T0
<frame_end>
 
<frame> 267 many_foot
   pic: 163  state: 3  wait: 2  next: 999  dvx: 2  dvy: 0  dvz: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 32  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 18  y: 17  w: 33  h: 63
   bdy_end:
   bdy:
      kind: 0  x: 18  y: 1017  w: 33  h: 63
   bdy_end: #special bdy to remove effect if char has not moved
<frame_end>
 
<frame> 268 many_foot
   pic: 164  state: 3  wait: 1  next: 269  dvx: 2  dvy: 0  dvz: 0  centerx: 33  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 38  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 21  y: 43  w: 63  h: 15  dvx: 2  fall: -1  vrest: 7  bdefend: 16  injury: 13  
   itr_end:
<frame_end>
 
<frame> 269 many_foot
   pic: 165  state: 3  wait: 1  next: 270  dvx: 2  dvy: 0  dvz: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 39  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 270 many_foot
   pic: 166  state: 3  wait: 1  next: 271  dvx: 2  dvy: 0  dvz: 0  centerx: 29  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 17  y: 35  w: 61  h: 13  dvx: 2  fall: -1  vrest: 7  bdefend: 16  injury: 12  
   itr_end:
<frame_end>
 
<frame> 271 many_foot
   pic: 167  state: 3  wait: 1  next: 272  dvx: 2  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 272 many_foot
   pic: 168  state: 3  wait: 1  next: 273  dvx: 2  dvy: 0  dvz: 0  centerx: 20  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 273 many_foot
   pic: 169  state: 3  wait: 1  next: 274  dvx: 2  dvy: 0  dvz: 0  centerx: 9  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 22  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 11  y: 20  w: 56  h: 60  dvx: 15  dvy: 5  fall: -1  vrest: 15  bdefend: 60  injury: 15  
   itr_end:
<frame_end>
 
<frame> 274 many_foot
   pic: 179  state: 3  wait: 1  next: 275  dvx: 0  dvy: 0  dvz: 0  centerx: 15  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 21  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 275 many_foot
   pic: 178  state: 3  wait: 1  next: 276  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 9  y: 17  w: 39  h: 66
   bdy_end:
<frame_end>
 
<frame> 276 many_foot
   pic: 178  state: 3  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 24  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 18  y: 17  w: 33  h: 63
   bdy_end:
<frame_end>
 
<frame> 277 many_foot
   pic: 163  state: 3  wait: 1  next: 278  dvx: -40  dvy: 0  dvz: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\001.wav   
wpoint:
      kind: 1  x: 32  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
<frame_end>
 
<frame> 278 many_foot
   pic: 163  state: 3  wait: 0  next: 268  dvx: 550  dvy: 0  dvz: 0  centerx: 30  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 32  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
<frame_end>


the "effect" works 100% btw

now the ball...(id 230 btw)
    DC-Code:
<frame> 309 flying
   pic: 3213210  state: 3005  wait: 3  next: 1000  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 8  x: -450  y: -1000  w: 750  h: 2000  dvx: 310  injury: 0  zwidth: 200
   itr_end:
<frame_end>
 
<frame> 310 flying
   pic: 3213210  state: 3000  wait: 3  next: 1000  dvx: 550  dvy: 550  dvz: 550  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 0  y: -1000  w: 79  h: 2000  dvx: 0  fall: -1  arest: 1  bdefend: 0  injury: 0 
      effect: 5  
   itr_end:
<frame_end>
 
and if hits something go to this frame(s)...
 
 
<frame> 10 many_foot
   pic: 163213  state: 3005  wait: 0  next: 11  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\020.wav
<frame_end>
 
<frame> 20 many_foot
   pic: 163213  state: 3005  wait: 0  next: 11  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\020.wav
<frame_end>
 
<frame> 30 many_foot
   pic: 163213  state: 3005  wait: 0  next: 11  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
sound: data\020.wav
<frame_end>
 
<frame> 11 many_foot
   pic: 163213  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
   opoint:
      kind: 1  x: 89  y: 79  action: 302  dvx: 0  dvy: 0  oid: 9  facing: 1
   opoint_end:
<frame_end>


the opoint there opoints out this...(dennis clone)
    DC-Code:
<frame> 302 many_foot #speedish effect aka clone which makes it look cool
   pic: 164  state: 3  wait: 1  next: 303  dvx: 2  dvy: 550  dvz: 550  centerx: 33  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 38  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 21  y: 43  w: 63  h: 15  dvx: 2  fall: 0  vrest: 7  bdefend: 16  injury: 11  
   itr_end:
   bdy:
      kind: 0  x: 9  y: 1914  w: 35  h: 300
   bdy_end: #bdy for that first ik8 to move to here
<frame_end>
 
<frame> 303 many_foot
   pic: 165  state: 3  wait: 1  next: 304  dvx: 2  dvy: 0  dvz: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 39  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 9  y: 2014  w: 35  h: 65
   bdy_end:
<frame_end>
 
<frame> 304 many_foot
   pic: 166  state: 3  wait: 1  next: 305  dvx: 2  dvy: 0  dvz: 0  centerx: 29  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 17  y: 35  w: 61  h: 13  dvx: 2  fall: 0  vrest: 7  bdefend: 16  injury: 16  
   itr_end:
   bdy:
      kind: 0  x: 9  y: 2014  w: 35  h: 65
   bdy_end:
<frame_end>
 
<frame> 305 many_foot
   pic: 167  state: 3  wait: 1  next: 306  dvx: 2  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 9  y: 2014  w: 35  h: 65
   bdy_end:
<frame_end>
 
<frame> 306 many_foot
   pic: 168  state: 3  wait: 1  next: 307  dvx: 2  dvy: 0  dvz: 0  centerx: 20  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   wpoint:
      kind: 1  x: 34  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 49  y: 9  w: 18  h: 64  dvx: 12  fall: 70  vrest: 7  bdefend: 16  injury: 45  
      effect: 4  
   itr_end:
   bdy:
      kind: 0  x: 9  y: 2014  w: 35  h: 65
   bdy_end:
<frame_end>
 
<frame> 307 many_foot
   pic: 169  state: 3  wait: 1  next: 310  dvx: 2  dvy: 0  dvz: 0  centerx: 9  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 22  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 0  x: 11  y: 20  w: 56  h: 60  dvx: 15  dvy: 5  fall: 70  vrest: 15  bdefend: 60  injury: 18  
   itr_end:
<frame_end>
 
<frame> 309 many_foot #effect, also disappearing for the kicks
   pic: 1321321  state: 3005  wait: 12  next: 310  dvx: 550  dvy: 550  dvz: 550  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 8  x: 18  y: 1017  w: 33  h: 63  dvx: 318  injury: 0
   itr_end:
<frame_end>
 
<frame> 310 many_foot
   pic: 188  state: 15  wait: 1  next: 311  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 310 many_foot
   pic: 189  state: 15  wait: 1  next: 311  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 311 many_foot
   pic: 190  state: 15  wait: 1  next: 312  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 312 many_foot
   pic: 191  state: 15  wait: 1  next: 313  dvx: 0  dvy: 0  dvz: 0  centerx: 20  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 313 many_foot
   pic: 192  state: 15  wait: 1  next: 314  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 314 many_foot
   pic: 193  state: 3005  wait: 1  next: 315  dvx: 0  dvy: 0  dvz: 0  centerx: 20  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 315 many_foot
   pic: 194  state: 3005  wait: 1  next: 316  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 316 many_foot
   pic: 195  state: 3005  wait: 1  next: 317  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 317 many_foot
   pic: 196  state: 3005  wait: 1  next: 318  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 318 many_foot
   pic: 1932131236  state: 3005  wait: 0  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 26  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>


sorry if i missed any thing here...
btw, i think the problem is somewhere in frame 310 of the ball- i know it makes it there as long as an enemy is in range, though it doesn't hit him with the ik0. which is ridiculous. btw if i stand on the same x-cord and not far away in the z-cord, it amazingly works... o.O
[Image: UB2.gif]
FrozenFiren|Devid|Sprites

News of the day 19th Sep 10: Someone's back on track
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#2
zwidth: 200 can't cover the whole z axis. Increase the value to 500 or 1000. It should solve the "stand on the same x-cord and not far away in the z-cord" problem.

Is that's the only bug you've encountered? Does the move work fine when you're within the effective range?
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#3
Facepalm when i made it in a different way(put the ik8 directly in the char), zwidth: 100 was good enough... i put 200 there, but it hits the same range as... firen explosion with a zwidth of 37. D: its not even meant to hit the entire z-cord.
and there haven't been any more problems(yet).
btw, it should have a range along the x-cord of 750 pixels... but now i'm getting... 40 px lol

edit: i realised the problem... the ball with the ik8 is sticking to the char that summoned it... Facepalm
~solved for me
[Image: UB2.gif]
FrozenFiren|Devid|Sprites

News of the day 19th Sep 10: Someone's back on track
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#4
I experimented with the code you give and I just realize one problem

You need to remove the bdy in the character's opoint frame and give change the wait: value to 3. Itr/kind: 8 make the ball thing stick to the closest guy regardless of the side he/she belong to, which mean your character sucked up the ball before it can touch any other.

EDIT: Scratch it, you ninja'ed me
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#5
You sure the char goes to the enemy only? Sounds like my ExtremeSpeed in WindSlaver! Isn't it easy to use a state: 400 teleportation followed up by catching act: XXX?
[Image: illidansig1.png]
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#6
wanna know my response? Facepalm ITS DAMN FREAKIN OVERPOWERED MAN. D: i think that i like this method more- its foolproof. it will only work at a range, not against allies, and only start if the enemy is close enough.
edit: though may not work if an ally is too close... but meh. i'll work on that later.
[Image: UB2.gif]
FrozenFiren|Devid|Sprites

News of the day 19th Sep 10: Someone's back on track
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#7
Hey the ExtremeSpeed require almost all of the mp & need a couple of seconds to start. It's faster than light XD. You should be able to hit the enemy with 90% accuracy.

Anyway i told u about itk8 it works for all. Use a ball 3000 hitting or john's shield's itk a:xxx d:xxxx to determine enemies position.
[Image: illidansig1.png]
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