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[solved] Opoint in chase ball
#1
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#2
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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#3
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 :p
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#4
(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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#5
(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 :p

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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#6
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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#7
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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#8
file(12-139): sprite\sys\sharp_gwiazdki.bmp w: 81 h: 82 row: 128 col: 1

lets count: 128x81....

I guess the image could be to large for the computer, if you dont need this image for the attack delete it out and see what happens...
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#9
ok please post the compleate dat.-file and all needed images (and sounds, packed in a zip file) here, together with opoint you used to activate it and the data-lines ...
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#10
argh, state 8537!?!? you want to transform into it? :p

I wonder I didnt see this earlier...

here's your sharp_lolz frame number 5:

5 flying
pic: 0 state: 3000 wait: 1 next: 1 hit_Fa: 3


acztually you should also change something in sharpe_chase:

70 flying
pic: 5 state: 3000 wait: 8 next: 71 dvx: 20 dvy: -10 dvz: 0 centerx: 24 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0

71 flying
pic: 5 state: 3000 wait: 1 next: 1 dvx: 550 dvy: 550 dvz: 0 centerx: 24 centery: 40 hit_a: 0 hit_d: 0 hit_j: 0


if not the ball will still move up and the balls which are created will not get to target :p
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