06-06-2010, 08:10 AM
this works - ive tested it myself
you can also use hit_Fa: 1 instead of 3 - makes it move differently on startup
Object:
Character stays the same:
you can also use hit_Fa: 1 instead of 3 - makes it move differently on startup
Object:
DC-Code:
<frame> 70 flying pic: 5 state: 3000 wait: 5 next: 71 dvx: 0 dvy: 0 dvz: 0 centerx: 65 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 3 <frame_end> <frame> 71 flying pic: 5 state: 3000 wait: 1 next: 71 dvx: 0 dvy: 0 dvz: 0 centerx: 65 centery: 70 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 7 <frame_end> |
DC-Code:
... <frame> 60 punch pic: 10 state: 3 wait: 1 next: 61 dvx: 1 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 itr: kind: 2 x: 26 y: 58 w: 37 h: 23 vrest: 1 itr_end: bdy: kind: 0 x: 30 y: 18 w: 28 h: 60 bdy_end: bdy: kind: 0 x: 23 y: 35 w: 37 h: 24 bdy_end: <frame_end> <frame> 61 punch pic: 11 state: 3 wait: 2 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 sound: data\007.wav itr: kind: 0 x: 49 y: 33 w: 30 h: 16 dvx: 2 bdefend: 16 injury: 20 effect: 1 vrest: 10 itr_end: bdy: kind: 0 x: 39 y: 19 w: 21 h: 61 bdy_end: bdy: kind: 0 x: 51 y: 34 w: 26 h: 16 bdy_end: opoint: kind: 1 x: 49 y: 33 action: 70 dvx: 0 dvy: -10 oid: 233 facing: 0 opoint_end: <frame_end> ... |
(06-05-2010, 09:43 PM)Ramond Wrote: Perhaps the sprite is somehow too deep in the ground when it's spawned and causes an error? Because hit_Fa 7 attacks usually stop at the ground.
Just a thought. Try increasing its centery or decreasing the y of the opoint by a lot
(06-05-2010, 08:37 PM)YinYin Wrote: try spawning it a little higher._.
favorite dcing techniques: wpoint | double key inputs | holding back | alternate basic moves