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Ok guys, i tried to make opoint in chase ball and game's shutting down when it's opoint in chase ball....
I have tried to do tail, but it works for hit_Fa: 9 only, doesn't it?
Is there a way to make chase ball with opoint?
Exactly what i want to make:
Character shots arrow in the air (it's high and not visible), then the arrow is following (only on x and z axis) enemy and it's making some object, which falls down.
Neeeeeed help!
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hit_Fa: 9 is activating Firzen's Upper Chase attack, so this is definitely not what you're looking for, I guess :P
Well, two possibilities:
- take hit_Fa: 7 (which is the coming down ball from Firzen's D^A), it'll automatically create a tail in frame 40. Since this won't really work with your idea, I recommend
- hit_Fa: 14. It is the hit_Fa from Julian's skull attack. Just pay attention to the hard-coded properties:
0-9=lines,
50-59=curves,
in a group: next
Just use an opoint creating some dummy-object that will vanish (aka. creating a tail thing)
Hope this helps
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
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hm, a question: the thing about stuff "which falls down" - like stones or like Firzen's Overwhelming Disaster?
For first: Chase attack in the air, then stop after a while (use timer) and activate the thing in the frame you noted in timer.
For second: Have a look at this:
http://www.lf-empire.de/LFEv8.0/index.php?option=com_content&task=view&id=166&Itemid=149
A list of hit_FA's and the effect, but if you want to clone anb attack like firzens overwhelm you will need this:
http://www.lf-empire.de/LFEv8.0/index.php?option=com_content&task=view&id=125&Itemid=123
btw: as far as I remember you'll get errors if you use like hit_fa: 7 as example directly in a frame, you have to use hit_Fa: 3 in the frame before, dont ask why
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11-25-2008, 03:12 PM
(This post was last modified: 11-25-2008, 03:17 PM by Gad.)
@BP
(11-25-2008, 03:03 PM)Blue-Phoenix Wrote: - take hit_Fa: 7 (which is the coming down ball from Firzen's D^A), it'll automatically create a tail in frame 40. Since this won't really work with your idea, I recommend No way!
(11-25-2008, 03:03 PM)Blue-Phoenix Wrote: - hit_Fa: 14. It is the hit_Fa from Julian's skull attack. Just pay attention to the hard-coded properties:
0-9=lines,
50-59=curves,
in a group: next
Just use an opoint creating some dummy-object that will vanish (aka. creating a tail thing)
"next" is looking good and i already used hit_Fa: 14
anyway when i use opoint, no matter how it just shuts game down, there is no difference between dummy and active object
@MH
(11-25-2008, 03:10 PM)MH-Razen Wrote: hm, a question: the thing about stuff "which falls down" - like stones or like Firzen's Overwhelming Disaster? Like firzen's disaster
(11-25-2008, 03:10 PM)MH-Razen Wrote: For first: Chase attack in the air, then stop after a while (use timer) and activate the thing in the frame you noted in timer. Don't realy understand how this can help me
(11-25-2008, 03:10 PM)MH-Razen Wrote: For second: Have a look at this:
http://www.lf-empire.de/LFEv8.0/index.ph...Itemid=149 Sorry i already saw this a tens of time
(11-25-2008, 03:10 PM)MH-Razen Wrote: A list of hit_FA's and the effect, but if you want to clone anb attack like firzens overwhelm you will need this:
http://www.lf-empire.de/LFEv8.0/index.ph...Itemid=123 I saw this too
(11-25-2008, 03:10 PM)MH-Razen Wrote: btw: as far as I remember you'll get errors if you use like hit_fa: 7 as example directly in a frame, you have to use hit_Fa: 3 in the frame before, dont ask why It will stop opoint error?
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(11-25-2008, 03:12 PM)Gad Wrote: anyway when i use opoint, no matter how it just shuts game down, there is no difference between dummy and active object
actually it would be good if you post the dat.-file (as attachement with image or in code-tags) and the way you activate it (opoint in the char)
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Sharp_chase
OBJECT'S id: 537 | type: 3
Code: <bmp_begin>
file(0-5): sprite\sys\sharp_arrow2.bmp w: 48 h: 48 row: 6 col: 1
<bmp_end>
<frame> 0 flying
pic: 0 state: 3000 wait: 01 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 41 hit_a: 2 hit_d: 10 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3000 wait: 01 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 42 hit_a: 2 hit_d: 10 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
opoint:
kind: 1 x: 19 y: 23 action: 1 dvx: 0 dvy: 0 oid: 538 facing: 1
opoint_end:
<frame_end>
<frame> 2 flying
pic: 2 state: 3000 wait: 01 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 42 hit_a: 2 hit_d: 10 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 3 flying
pic: 3 state: 3000 wait: 01 next: 4 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 41 hit_a: 2 hit_d: 10 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
opoint:
kind: 1 x: 19 y: 23 action: 1 dvx: 0 dvy: 0 oid: 538 facing: 1
opoint_end:
<frame_end>
<frame> 4 flying
pic: 2 state: 3000 wait: 01 next: 5 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 42 hit_a: 2 hit_d: 10 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 5 flying
pic: 1 state: 3000 wait: 01 next: 999 dvx: 0 dvy: 0 dvz: 0 centerx: 31 centery: 41 hit_a: 2 hit_d: 10 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
opoint:
kind: 1 x: 19 y: 23 action: 0 dvx: 0 dvy: 0 oid: 538 facing: 1
opoint_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 2 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 2 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 2 next: 13 dvx: 0 dvy: 0 dvz: 0 centerx: 35 centery: 36 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3003 wait: 1 next: 31 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 31 rebounding
pic: 5 state: 3003 wait: 1 next: 32 dvx: 0 dvy: 0 dvz: 0 centerx: 31 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 32 rebounding
pic: 6 state: 3003 wait: 1 next: 33 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 33 rebounding
pic: 7 state: 3003 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 40 Tail
pic: 5 state: 8538 wait: 2 next: 41 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 41 Tail
pic: 6 state: 8538 wait: 1 next: 42 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 42 Tail
pic: 7 state: 8538 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 50 flying
pic: 8 state: 3000 wait: 01 next: 51 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 41 hit_a: 14 hit_d: 1 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 51 flying
pic: 9 state: 3000 wait: 01 next: 52 dvx: 0 dvy: 0 dvz: 0 centerx: 32 centery: 42 hit_a: 14 hit_d: 1 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 52 flying
pic: 10 state: 3000 wait: 01 next: 53 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 42 hit_a: 14 hit_d: 2 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 53 flying
pic: 11 state: 3000 wait: 01 next: 54 dvx: 0 dvy: 0 dvz: 0 centerx: 33 centery: 41 hit_a: 14 hit_d: 3 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 54 flying
pic: 10 state: 3000 wait: 01 next: 55 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 42 hit_a: 14 hit_d: 4 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 18 y: 19 w: 56 h: 51 dvx: 10 fall: 20 vrest: 10 bdefend: 10 injury: 40
itr_end:
bdy:
kind: 0 x: 18 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 55 flying
pic: 9 state: 3000 wait: 01 next: 50 dvx: 0 dvy: 0 dvz: 0 centerx: 31 centery: 41 hit_a: 14 hit_d: 5 hit_j: 0 hit_Fa: 14
itr:
kind: 0 x: 10 y: 19 w: 56 h: 51 dvx: 16 fall: 60 vrest: 10 bdefend: 16 injury: 45
itr_end:
bdy:
kind: 0 x: 10 y: 19 w: 56 h: 51
bdy_end:
<frame_end>
<frame> 60 disappearing2
pic: 13 state: 3004 wait: 1 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 61 disappearing2
pic: 14 state: 3004 wait: 1 next: 62 dvx: 0 dvy: 0 dvz: 0 centerx: 37 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 62 disappearing2
pic: 15 state: 3004 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 28 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 70 flying
pic: 5 state: 3000 wait: 8 next: 1 dvx: 20 dvy: -10 dvz: 0 centerx: 24 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 100 start
pic: 7 state: 3005 wait: 1 next: 101 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 101 start
pic: 7 state: 3005 wait: 1 next: 102 dvx: 0 dvy: 0 dvz: 0 centerx: 0 centery: 0 hit_a: 0 hit_d: 0 hit_j: 0 hit_Fa: 13
<frame_end>
<frame> 102 start
pic: 7 state: 3005 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 82 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
Sharp_lolz
OBJECT'S id: 538 | type: 3
Code: <bmp_begin>
file(0-7): sprite\sys\sharp_lolz.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\sharp_gwiazdki.bmp w: 81 h: 82 row: 4 col: 1
file(12-139): sprite\sys\sharp_gwiazdki.bmp w: 81 h: 82 row: 128 col: 1
file(140-147): sprite\sys\sharp_lolz.bmp w: 81 h: 82 row: 4 col: 2
file(148-151): sprite\sys\sharp_gwiazdki.bmp w: 81 h: 82 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
<frame> 0 flying
pic: 0 state: 3000 wait: 5 next: 1 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 26 hit_a: 7 hit_d: 1 hit_j: 0 hit_Fa: 7
bdy:
kind: 0 x: 33 y: 21 w: 23 h: 28
bdy_end:
<frame_end>
<frame> 1 flying
pic: 1 state: 3000 wait: 5 next: 2 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 36 hit_a: 7 hit_d: 1 hit_j: 0 hit_Fa: 7
itr:
kind: 0 x: 22 y: 22 w: 39 h: 38 dvx: 3 fall: 30 vrest: 15 bdefend: 20 injury: 20
effect: 1
itr_end:
bdy:
kind: 0 x: 21 y: 22 w: 40 h: 39
bdy_end:
<frame_end>
<frame> 2 flying
pic: 2 state: 3000 wait: 5 next: 3 dvx: 0 dvy: 0 dvz: 0 centerx: 50 centery: 48 hit_a: 7 hit_d: 2 hit_j: 0 hit_Fa: 7
itr:
kind: 0 x: 22 y: 22 w: 39 h: 38 dvx: 3 fall: 30 vrest: 15 bdefend: 20 injury: 20
effect: 1
itr_end:
bdy:
kind: 0 x: 30 y: 28 w: 34 h: 36
bdy_end:
<frame_end>
<frame> 3 flying
pic: 3 state: 3000 wait: 1 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 44 centery: 45 hit_a: 7 hit_d: 3 hit_j: 0 hit_Fa: 7
itr:
kind: 0 x: 22 y: 22 w: 39 h: 38 dvx: 3 fall: 70 vrest: 15 bdefend: 20 injury: 40
effect: 1
itr_end:
bdy:
kind: 0 x: 21 y: 22 w: 40 h: 39
bdy_end:
<frame_end>
<frame> 10 hiting
pic: 4 state: 3001 wait: 1 next: 11 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 11 hiting
pic: 5 state: 3001 wait: 1 next: 12 dvx: 0 dvy: 0 dvz: 0 centerx: 40 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 12 hiting
pic: 6 state: 3001 wait: 1 next: 13 dvx: 0 dvy: 0 dvz: 0 centerx: 43 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 13 hiting
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 20 hit
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 44 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 21 hit
pic: 5 state: 3002 wait: 1 next: 22 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 22 hit
pic: 6 state: 3002 wait: 1 next: 23 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 23 hit
pic: 7 state: 3002 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 30 rebounding
pic: 4 state: 3002 wait: 1 next: 21 dvx: 0 dvy: 0 dvz: 0 centerx: 42 centery: 44 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 40 tail
pic: 8 state: 3005 wait: 0 next: 41 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: 9 state: 3005 wait: 0 next: 42 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: 10 state: 3005 wait: 0 next: 43 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: 11 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> 60 hiting_ground
pic: 4 state: 3001 wait: 1 next: 61 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 42 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 61 hiting_ground
pic: 5 state: 3001 wait: 1 next: 62 dvx: 0 dvy: 0 dvz: 0 centerx: 39 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\020.wav
<frame_end>
<frame> 62 hiting_ground
pic: 6 state: 3001 wait: 1 next: 63 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
<frame> 63 hiting_ground
pic: 7 state: 3001 wait: 1 next: 1000 dvx: 0 dvy: 0 dvz: 0 centerx: 41 centery: 41 hit_a: 0 hit_d: 0 hit_j: 0
<frame_end>
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(11-25-2008, 03:12 PM)Gad Wrote: It will stop opoint error?
actually if the opoint activate an object which dont work it's not really an opoint error, but if it's this it would solve it yep ...
so lets have a look...
ok, I found this opoint in 537:
opoint:
kind: 1 x: 19 y: 23 action: 0 dvx: 0 dvy: 0 oid: 538 facing: 1
opoint_end:
actually one question - is the chasing object in sky visible for the fighter or so high that you can't see it? if yes I would never use the most complicated chase-hit_Fa I can find
ok try this:
change opoint:
opoint:
kind: 1 x: 19 y: 23 action: 5 dvx: 0 dvy: 0 oid: 538 facing: 1
opoint_end:
insert this frame in 538:
5 flying
pic: 0 state: 3005 wait: 0 next: 999 hit_Fa: 3
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Once I had a fortune, it said: "Leave now. Life is short. Time is luck" Don't dream your life, live your dream!
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11-25-2008, 03:52 PM
(This post was last modified: 11-25-2008, 03:53 PM by Gad.)
(11-25-2008, 03:32 PM)MH-Razen Wrote: (11-25-2008, 03:12 PM)Gad Wrote: It will stop opoint error?
actually if the opoint activate an object which dont work it's not really an opoint error, but if it's this it would solve it yep ... I know it's not opoint error i just named it with that.
(11-25-2008, 03:32 PM)MH-Razen Wrote: ok try this:
change opoint:
opoint:
kind: 1 x: 19 y: 23 action: 5 dvx: 0 dvy: 0 oid: 538 facing: 1
opoint_end:
insert this frame in 538:
<frame> 5 flying
pic: 0 state: 3005 wait: 0 next: 999 hit_Fa: 3
<frame_end>
It helped, but there appears shadows with no effect... I mean it makes balls, but they are bugged and only shadows are visible and they doing nothing.
I think it can't be next: 999 in balls.
Anyway it seems like it's just sharp_lolz's problem. Couse, when it appears game is shutting down.
What's wrong with that ball? When it has frame 5 which is not so related with other frames, it's working.
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yep, you could be right, set next: 1 instead of 999 in the new frame I gave you (not sure if 0 will work...)
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Once I had a fortune, it said: "Leave now. Life is short. Time is luck" Don't dream your life, live your dream!
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11-25-2008, 04:05 PM
(This post was last modified: 11-25-2008, 04:06 PM by Silverthorn.)
Well, I had it several times that I measured the dimensions of the spritesheets wrongly by 1 or 2 pixels. The images disappeared....
k, hit_Fa: 7 needs a hit_Fa: 3 in the frame before, otherwise the game will crash. This is basically what MH wanted to tell you. Try to replace the next: 999 with a 1 and see what happens :P
--
edit: MH, why were you faster again?! :P
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~
"Freeze, you're under vrest!" - Mark, probably.
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