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about teleport summon sword
#11
(08-10-2008, 07:50 PM)HappyHouR Wrote:  "frame 324 is the one which will actually summon that sword" what the other frames do? i didnt create those frames .
If you want to create a new attack, you usually need more frames than are essential. For example, in-game it looks like Freeze pulls his sword out of a pocket. The only essential frames are just the last 2 (in which the last frame is actually responsible for summoning the weapon). The others are just there so that it looks better :P

Like Deus suggested, copy these two frames from Freeze and replace it with the correct oid-value, the id-number which refers to the file in data.txt
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#12
M'aam, there's yer problem.
After your singlong ends there's no connection to the sword summoning frames "-_-
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#13
Just a question... do you actually have the on-hand-frames in your weapon, especially 35?
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#14
Code:
<frame> 300 singlong
pic: 134 state: 3 wait: 0 next: 301 dvx: 0 dvy: 0 dvz: 0 centerx: 30 centery: 76 hit_a: 0 hit_d: 0 hit_j: 0 mp: 0
sound: data\044.wav
wpoint:
kind: 1 x: 31 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 16 y: 6 w: 18 h: 73
bdy_end:
<frame_end>

<frame> 301 singlong
pic: 134 state: 3 wait: 0 next: 302 dvx: 1 dvy: -5 dvz: 0 centerx: 30 centery: 76 hit_a: 0 hit_d: 0 hit_j: 0 mp: 0
wpoint:
kind: 1 x: 31 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 15 y: 5 w: 19 h: 74
bdy_end:
<frame_end>

<frame> 302 singlong
pic: 135 state: 3 wait: 0 next: 303 dvx: 0 dvy: 0 dvz: 0 centerx: 21 centery: 93 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
wpoint:
kind: 1 x: 37 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
itr:
kind: 0 x: 26 y: 4 w: 59 h: 99 dvx: 7 dvy: -13 fall: 70 vrest: 10 bdefend: 60 injury: 70
itr_end:
bdy:
kind: 0 x: 12 y: 22 w: 13 h: 48
bdy_end:
<frame_end>

<frame> 303 singlong
pic: 136 state: 3 wait: 0 next: 304 dvx: 0 dvy: -1 dvz: 0 centerx: 25 centery: 96 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 36 y: 42 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 7 w: 36 h: 69
bdy_end:
<frame_end>

<frame> 304 singlong
pic: 137 state: 3 wait: 0 next: 305 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 95 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 41 y: 39 weaponact: 30 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 22 y: 6 w: 30 h: 69
bdy_end:
<frame_end>

<frame> 305 singlong
pic: 138 state: 3 wait: 0 next: 270 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 86 hit_a: 0 hit_d: 0 hit_j: 0
wpoint:
kind: 1 x: 45 y: 39 weaponact: 28 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 28 y: 12 w: 29 h: 66
bdy_end:
<frame_end>

<frame> 270 Sword
pic: 160 state: 3 wait: 1 next: 271 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0 mp: 150
sound: data\074.wav
wpoint:
kind: 3 x: 40 y: 43 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>

<frame> 271 Sword
pic: 161 state: 3 wait: 1 next: 272 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>

<frame> 272 Sword
pic: 162 state: 3 wait: 1 next: 273 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>

<frame> 273 Sword
pic: 163 state: 3 wait: 1 next: 274 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>

<frame> 274 Sword
pic: 164 state: 3 wait: 2 next: 275 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>

<frame> 275 Sword
pic: 165 state: 3 wait: 3 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 52 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
opoint:
kind: 2 x: 42 y: 51 action: 35 dvx: 0 dvy: 0 oid: 555 facing: 0
opoint_end:
wpoint:
kind: 1 x: 42 y: 51 weaponact: 35 attacking: 0 cover: 0 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 24 y: 14 w: 31 h: 64
bdy_end:
<frame_end>

Slap that code in there.
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#15
this is not related to that id number, some DCers used id's in the 8-digit range and had no problems with that. Are you 100% sure that this opoint-frame is actually being run through? Check it with a picture that totally doesn't fit into the sequence and wait-values that are about ten times longer so that you can actually see each frame.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#16
erm...no, the high id is not the problem. Say you wanted to press DvJ for the sword, you'd put hit_Dj in the standing-frames. Hope that answers your question!
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#17
Guys guys guys.
Didn't you see that in his code there was simply no connection to the sword summoning frames?
Let's just wait for the thread creator to try the code I posted.
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