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[solved] ball question
#1
Sorry for my bad english, i hope you will understand me.
problem: when I use facing: 30
ball to be drag to go to two sides
How does ball not to pull the two sides?
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#2
sorry cant understand. i would like to help.
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#3
(02-04-2009, 06:32 AM)KidA2 Wrote:  Sorry for my bad english, i hope you will understand me.
problem: when I use facing: 30
ball to be drag to go to two sides
How does ball not to pull the two sides?

Don't use facing. Use opoint in 3 different frame with wait: 0 instead.
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#4
nah, tell me a reason why he shouldn't use facing!?

1. please post the character frames of the move (with code tags!!!)
2. please post the flying frames of the attack (same*)
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#5
in the ball's flying frames, put hit_j: 50 (I think that's what you want)



Azriel~
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#6
(02-04-2009, 07:01 AM)Azriel Wrote:  in the ball's flying frames, put hit_j: 50 (I think that's what you want)



Azriel~

erm, if you mean the z-movement I guess you need to set dvz: 550 ...
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#7
Man, I thought he still want to keep the z-axis movement.
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#8
I was after creating the three ball, how to ball go straight.
(Normally, two balls will be dragged up or down)

Code:
<frame> 270 Skill_2
   pic: 24  state: 3  wait: 1  next: 272  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 41  y: 49  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 30  y: 18  w: 28  h: 60
   bdy_end:
<frame_end>

<frame> 272 Skill_2
   pic: 24  state: 3  wait: 0  next: 273  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 102  y: 30  action: 0  dvx: 0 dvy: 0  oid: 501  facing: 30
   opoint_end:
   wpoint:
      kind: 1  x: 41  y: 49  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 30  y: 18  w: 28  h: 60
   bdy_end:
<frame_end>

<frame> 273 Skill_2
   pic: 27  state: 3  wait: 20  next: 274  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 41  y: 49  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 30  y: 18  w: 28  h: 60
   bdy_end:
<frame_end>

<frame> 274 Skill_2
   pic: 28  state: 3  wait: 5  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 41  y: 49  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 30  y: 18  w: 28  h: 60
   bdy_end:
<frame_end>
ball.dat
Code:
<bmp_begin>
file(0-9): data\test\ball2.bmp  w: 69  h: 69  row: 10  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: 3006  wait: 5  next: 1  dvx: 0  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 1 flying
   pic: 1  state: 3006  wait: 3  next: 2  dvx: 0  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 2 flying
   pic: 2  state: 3006  wait: 3  next: 3  dvx: 0  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 3 flying
   pic: 3  state: 3006  wait: 3  next: 4  dvx: 0  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 4 flying
   pic: 4  state: 3006  wait: 3  next: 5  dvx: 1  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 5 flying
   pic: 5  state: 3006  wait: 3  next: 6  dvx: 0  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 6 flying
   pic: 6  state: 3006  wait: 1  next: 7  dvx: 1  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 7 flying
   pic: 7  state: 3006  wait: 1  next: 8  dvx: 0  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 8 flying
   pic: 8  state: 3006  wait: 1  next: 9  dvx: 1  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 9 flying
   pic: 9  state: 3006  wait: 1  next: 10  dvx: 20  dvy: 0 centerx: 43  centery: 34  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: 27  w: 55  h: 27  dvx: 10  dvy: -10  fall: 70  vrest: 10  bdefend: 16  injury: 45  
      effect: 1
   itr_end:
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 10 flying
   pic: 9  state: 3006  wait: 1  next: 9  dvx: 20  dvy: 0 centerx: 43  centery: 34  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 34  action: 40  dvx: 0 dvy: 0  oid: 200  facing: 0
   opoint_end:
   itr:
      kind: 0  x: 22  y: 27  w: 55  h: 27  dvx: 10  dvy: -10  fall: 70  vrest: 10  bdefend: 16  injury: 45  
      effect: 1
   itr_end:
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>
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Thanks given by: MH-Razen
#9
Replace the flying frames of the ball with this:

Code:
<bmp_begin>
file(0-9): data\test\ball2.bmp  w: 69  h: 69  row: 10  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: 3006  wait: 2  next: 200  dvx: 0  dvy: 0 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 200 flying
   pic: 0  state: 3006  wait: 3  next: 1  dvx: 0  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>


<frame> 1 flying
   pic: 1  state: 3006  wait: 3  next: 2  dvx: 0  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 2 flying
   pic: 2  state: 3006  wait: 3  next: 3  dvx: 0  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 3 flying
   pic: 3  state: 3006  wait: 3  next: 4  dvx: 0  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 4 flying
   pic: 4  state: 3006  wait: 3  next: 5  dvx: 1  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 5 flying
   pic: 5  state: 3006  wait: 3  next: 6  dvx: 0  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 6 flying
   pic: 6  state: 3006  wait: 1  next: 7  dvx: 1  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 7 flying
   pic: 7  state: 3006  wait: 1  next: 8  dvx: 0  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 8 flying
   pic: 8  state: 3006  wait: 1  next: 9  dvx: 1  dvy: 0 dvz: 550 centerx: 40  centery: 41  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 9 flying
   pic: 9  state: 3006  wait: 1  next: 10  dvx: 20  dvy: 0 dvz: 550 centerx: 43  centery: 34  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: 27  w: 55  h: 27  dvx: 10  dvy: -10  fall: 70  vrest: 10  bdefend: 16  injury: 45  
      effect: 1
   itr_end:
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

<frame> 10 flying
   pic: 9  state: 3006  wait: 1  next: 9  dvx: 20  dvy: 0 dvz: 550 centerx: 43  centery: 34  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 36  y: 34  action: 40  dvx: 0 dvy: 0  oid: 200  facing: 0
   opoint_end:
   itr:
      kind: 0  x: 22  y: 27  w: 55  h: 27  dvx: 10  dvy: -10  fall: 70  vrest: 10  bdefend: 16  injury: 45  
      effect: 1
   itr_end:
   bdy:
      kind: 0  x: 22  y: 27  w: 55  h: 27
   bdy_end:
<frame_end>

I changed the first frame a bit, to prevent the balls from flying exactly on top of eachother. Let us know if you wish to change anything.
Read this: link.
My projects:
=> Comet - LF2 ver.1.9/1.9c skin.
=> CRE - ComboRegenerativeEnemy.

Contact me if the links to my projects become unavailable.
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Thanks given by: KidA2
#10
ok so azriel was right with his interpretation, set a dvz: 550 in frame 2 if you want the balls be a bit seperated, cause if you set the dvz: 550 at frame 0 these three balls will be almost on one spot, if they hit somebody he'll get trible damage, sure that you dont want to let them spread a bit or shoot them one after the other?

edit: I just recognize I never mentioned the 550 function in the tutorial jossua posted :p
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www.lf-empire.de
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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