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[solved] st: 3002
#1
prob: i create an object for a char. the object was cat and i use state 3002 (undestroyable(?)). but, the each frame has different cat colour... after the object strike a bottle or some weapons in the ground, every frame turn into frame 0.
am i did a big mistake or something?
here's the data
    DC-Code:
<bmp_begin>
file(0-23): sprite\template1\neko.bmp  w: 81  h: 82  row: 4  col: 2
weapon_hit_sound: data\neko.wav
weapon_hit_sound: data\neko.wav
weapon_hit_sound: data\neko.wav
<bmp_end>
 
 
<frame> 0 flying
   pic: 0  state: 3002  wait: 1  next: 1  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 1 flying
   pic: 0  state: 3002  wait: 1  next: 2  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 43  hit_a: 7  hit_d: 1  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 2 flying
   pic: 0  state: 3002  wait: 1  next: 3  dvx: 13  dvy: 5  dvz: 0  centerx: 45  centery: 44  hit_a: 7  hit_d: 2  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 3 flying
   pic: 0  state: 3002  wait: 1  next: 4  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 45  hit_a: 7  hit_d: 3  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 4 flying
   pic: 0  state: 3002  wait: 1  next: 1  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
 
 
<frame> 5 flying
   pic: 1  state: 3002  wait: 1  next: 6  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 6 flying
   pic: 1  state: 3002  wait: 1  next: 7  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 43  hit_a: 7  hit_d: 1  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 7 flying
   pic: 1  state: 3002  wait: 1  next: 8  dvx: 13  dvy: 5  dvz: 0  centerx: 45  centery: 44  hit_a: 7  hit_d: 2  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 8 flying
   pic: 1  state: 3002  wait: 1  next: 9  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 45  hit_a: 7  hit_d: 3  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 9 flying
   pic: 1  state: 3002  wait: 1  next: 6  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4   dvy: -9  fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
 
 
<frame> 10 flying
   pic: 2  state: 3002  wait: 1  next: 11  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9    fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 11 flying
   pic: 2  state: 3002  wait: 1  next: 12  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 43  hit_a: 7  hit_d: 1  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9    fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 12 flying
   pic: 2  state: 3002  wait: 1  next: 13  dvx: 13  dvy: 5  dvz: 0  centerx: 45  centery: 44  hit_a: 7  hit_d: 2  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9    fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 13 flying
   pic: 2  state: 3002  wait: 1  next: 14  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 45  hit_a: 7  hit_d: 3  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4  dvy: -9   fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 14 flying
   pic: 2  state: 3002  wait: 1  next: 11  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4  dvy: -9   fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
 
 
<frame> 15 flying
   pic: 3  state: 3002  wait: 1  next: 16  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4  dvy: -9   fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 16 flying
   pic: 3  state: 3002  wait: 1  next: 17  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 43  hit_a: 7  hit_d: 1  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9    fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 17 flying
   pic: 3  state: 3002  wait: 1  next: 18  dvx: 13  dvy: 5  dvz: 0  centerx: 45  centery: 44  hit_a: 7  hit_d: 2  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4 dvy: -9    fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 18 flying
   pic: 3  state: 3002  wait: 1  next: 19  dvx: 13  dvy: 550  dvz: 0  centerx: 47  centery: 45  hit_a: 7  hit_d: 3  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4  dvy: -9   fall: -1  vrest: 15  bdefend: 16  injury: 15 effect: 1
   itr_end:
<frame_end>
 
<frame> 19 flying
   pic: 3  state: 3002  wait: 1  next: 16  dvx: 13  dvy: -5  dvz: 0  centerx: 43  centery: 39  hit_a: 7  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 22  y: -6  w: 39  h: 38  dvx: 4  dvy: -9   fall: -1  vrest: 15  bdefend: 10  injury: 15 effect: 1
   itr_end:
<frame_end>

*NEKO = CAT(japanese)

oh, and also the wav doesn't work...

sry if i disturb u again with another question:)
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#2
1ST Problem

Look at the hitting frames

<frame> 10 flying
pic: 2 state: 3002 wait: 1 next: 11 dvx: 13 dvy: -5 dvz: 0 centerx: 43 centery: 39 hit_a: 7 hit_d: 0 hit_j: 0
itr:
kind: 0 x: 22 y: -6 w: 39 h: 38 dvx: 4 dvy: -9 fall: -1 vrest: 15 bdefend: 16 injury: 15 effect: 1
itr_end:
<frame_end>

remove the hit_ a: 7 and make hit_d values to zero


2ND- For sound

weapon_hit_sound: data\neko.wav
weapon_drop_sound: data\neko.wav
weapon_broken_sound: data\neko.wav

Should it be something like this?


3RD-
Hey use state: 15 instead of state: 3002 if u don't want to activate the hitting frame 10 when the ball hits a target.
[Image: illidansig1.png]
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#3
State: 15 in a ball?

@vandesdelca
Undestroyable state is state: 3005.
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#4
(05-08-2009, 09:25 AM)no one Wrote:  @vandesdelca
Undestroyable state is state: 3005.

or state: 3006 ^^

However, state 3002 is the stae of the hitting/hit-frames, i'm not sure, whether it has real effects on the engine, but it COULD maybe screw some things up...
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#5
Yup, You can use state: 15 in a ball. It have more power, even more than state: 3005, he won't go to hitting frames, but I dunno if there any bugs with it.

And @No one: Understructible state for me is 15 or 7 :P
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#6
Oh guys c'mon. A ball can't be destroyed if it don't have a bdy point. Unless u put a state: 3005 or State: 3006 and it collides with the same state ball and both will be destroyed. State: 3002 is usually used in hit frames. It acts like state: 3000. So it's better to use state: 15
[Image: illidansig1.png]
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#7
kayz, so.... it's source-code-dependent.... if you hit another object, you'll go to frame 10/20/30, depending on the state you're in and the state the enemy's object is in. Using state: 15 is fine, really, I've used it many times. It has the same power like state 3005 (at least I assume so) but it has a shadow.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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

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#8
Hey it's a cat. Cats have shadows don't they?
[Image: illidansig1.png]
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#9
(05-08-2009, 03:09 PM)Blue Phoenix Wrote:  kayz, so.... it's source-code-dependent.... if you hit another object, you'll go to frame 10/20/30, depending on the state you're in and the state the enemy's object is in. Using state: 15 is fine, really, I've used it many times. It has the same power like state 3005 (at least I assume so) but it has a shadow.

Hm, somehow I think state: 7 is stronger, but then enemies will defend. And I think if You test state: 3005 and state: 15, I think state: 15 would win (I just thought, that state: 3005 going into frames 10/20/30 and state: 15 not. Maybe I'm wrong, but somehow I think so. ).

Anyways, problem is solved. :P
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