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[solved] Weird bugs
#1
Bug1 (The only one for now):
In the DJA move, I have to put a wait: 60 in frame 254 since I can't make the aiming ball disappear if I press A or D sooner than that. Any idea how to fix it?

Bug 2:
Sometime when I press A or D, the ball won't disappear. And sometime, it leave a weird shadow on the ground.



Here is the code:

Move:
    DC-Code:
<frame> 253 Sniper_shot
   pic: 215  state: 3  wait: 0  next: 254  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 70
   bdy:
      kind: 0  x: 1  y: 7  w: 35  h: 71
   bdy_end:
<frame_end>
 
<frame> 254 Sniper_shot
   pic: 215  state: 3  wait: 60  next: 256  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: -10
   bdy:
      kind: 0  x: 1  y: 7  w: 35  h: 71
   bdy_end:
   opoint:
      kind: 1  x: 85  y: 37  action: 0  dvx: 0  dvy: 0  oid: 802  facing: 0
   opoint_end:
<frame_end>
 
<frame> 255 Sniper_shot
   pic: 216  state: 3  wait: 1  next: 257  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\colt_shoot.wav 
   itr:
      kind: 0  x: 20  y: 9716264  w: 99999999 zwidth: 999999999  h: 9999  fall: 90  vrest: 0  bdefend: 90 injury: 90  
     effect: 4
   itr_end:
   opoint:
      kind: 1  x: 50  y: 46  action: 0  dvx: 0  dvy: 0  oid: 801  facing: 0
   opoint_end:
   bdy:
      kind: 0  x: 1  y: 7  w: 35  h: 71
   bdy_end:
<frame_end>
 
<frame> 256 Sniper_shot
   pic: 215  state: 3  wait: 1  next: 256  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 255  hit_d: 257  hit_j: 0 mp: -9
   bdy:
      kind: 0  x: 1  y: 7  w: 35  h: 71
   bdy_end:
   bdy:
      kind: 0  x: 29  y: 10000000000  w: -9999999999999999 zwidth: 999999999999999999999  h: 77
   bdy_end:
   itr:
      kind: 8  x: 20  y: 9716264  w: 99999 zwidth: 999999  h: 62 dvx: 257  fall: 90  vrest: 0  bdefend: 90 injury: 0  
   itr_end: 
<frame_end>
 
<frame> 257 Sniper_shot
   pic: 215  state: 3  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 29  y: 100000  w: 28  h: 64
   bdy_end:
<frame_end>


Ball:

    DC-Code:
<bmp_begin>
file(0-3): sprite\sys\woody_aim.bmp  w: 158  h: 78  row: 4  col: 1
weapon_hit_sound: data\025.wav
weapon_drop_sound: data\025.wav
weapon_broken_sound: data\025.wav
<bmp_end>
 
<frame> 0 flying
   pic: 0  state: 3000  wait: 0  next: 1  dvx: 0  dvy: 0  centerx: 43  centery: 31  hit_a: 0  hit_d: 0  hit_j: 0 
   itr:
      kind: 8  x: 37  y: 100000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 42  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
   itr:
      kind: 8  x: 37  y: 10000000000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 41  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
   bdy:
      kind: 0  x: 21  y: 9716264  w: 99999 zwidth: 99999  h: 62
   bdy_end:
<frame_end>
 
<frame> 1 flying
   pic: 1  state: 3000  wait: 0  next: 2  dvx: 0  dvy: 0  centerx: 43  centery: 31  hit_a: 0  hit_d: 0  hit_j: 0 
   itr:
      kind: 8  x: 37  y: 10000000000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 41  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
   bdy:
      kind: 0  x: 21  y: 9716264  w: 99999 zwidth: 99999  h: 62
   bdy_end:
   itr:
      kind: 8  x: 37  y: 100000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 42  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
<frame_end>
 
<frame> 2 flying
   pic: 2  state: 3000  wait: 9  next: 3  dvx: 0  dvy: 0  centerx: 43  centery: 31  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 2
   bdy:
      kind: 0  x: 21  y: 9716264  w: 99999 zwidth: 99999  h: 62
   bdy_end:
   itr:
      kind: 8  x: 37  y: 10000000000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 41  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
   itr:
      kind: 8  x: 37  y: 100000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 42  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
<frame_end>
 
<frame> 3 flying
   pic: 3  state: 3000  wait: 9  next: 2  dvx: 0  dvy: 0  centerx: 43  centery: 31  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 2
   itr:
      kind: 8  x: 37  y: 10000000000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 41  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
   itr:
      kind: 8  x: 37  y: 100000  w: 9999999999999999 zwidth: 99999999999  h: 15  dvx: 42  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
   bdy:
      kind: 0  x: 21  y: 9716264  w: 99999 zwidth: 99999  h: 62
   bdy_end:
<frame_end>
 
<frame> 41 disappear
   pic: 999  state: 3002  wait: 0  next: 43  dvx: 0  dvy: 0  centerx: 58  centery: 23  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 42 disappear
   pic: 999  state: 3002  wait: 1  next: 1000  dvx: 0  dvy: 0  centerx: 58  centery: 23  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 43 disappear
   pic: 999  state: 3002  wait: 2  next: 1000  dvx: 0  dvy: 0  centerx: 58  centery: 23  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 58  y: 31  action: 260  dvx: 0  dvy: 0  oid: 84  facing: 0
   opoint_end:
<frame_end>
 
<frame> 30 shoot
   pic: 999  state: 3000  wait: 3  next: 1000  dvx: 75  dvy: 0  centerx: 56  centery: 24  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 37  y: 31  w: 20 zwidth: 10  h: 15  dvx: 2 dvy: 1  fall: 90  arest: 6  bdefend: 11  injury: 200  
     effect: 1
   itr_end:
<frame_end>



View the attachment below to see how it goes


Attached Files
.rar   Fury.rar (Size: 208.43 KB / Downloads: 80)
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#2
char's bdy is wrong
    DC-Code:
x: 29  y: 10000000000  w: -9999999999999999


negativ w doesn't work, better would be
    DC-Code:
x: -9999999999  y: 10000000000  w: 9999999999999999



balls itr is wrong
    DC-Code:
x: 37  y: 100000  w: 9999999999999999


you should change the x value into something negative like
    DC-Code:
x: -9999999999  y: 100000  w: 9999999999999999



I didn't even look closely on your code, but that was the first thing i saw was wrong, there could be more problems, but try it with these changes and reply if it works or not
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#3
Don't make that big itr's (w: 999...)
If you make a body covering all the screen, you can use even an itr with w:1 (as long as it has the same y-coordinates).
Big itr's are buggy and will need at least a wait: 2 or 3 until they have "scanned" theire huge affect area...

2nd:
Fall and arest and other tags in itr/kind:8 can cause malfunctions sometime (due to they aren't necessary) you should remove them.

3rd:
Put in a zwidth: 5000, otherwise the itr's can only interact with your char on a straight line ;)
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Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
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#4
(05-19-2009, 05:06 PM)Alblaka Wrote:  Don't make that big itr's (w: 999...)
If you make a body covering all the screen, you can use even an itr with w:1 (as long as it has the same y-coordinates).
Big itr's are buggy and will need at least a wait: 2 or 3 until they have "scanned" theire huge affect area...

2nd:
Fall and arest and other tags in itr/kind:8 can cause malfunctions sometime (due to they aren't necessary) you should remove them.

3rd:
Put in a zwidth: 5000, otherwise the itr's can only interact with your char on a straight line ;)
w00t? a move with w: 1 can cover the whole field? don't think so, there are no problems with huge w's

2nd, fall arest, etc. are ignored in ik8's but do not cause any bugs

3rd:
I think a zwidth: 999999999 is enough ^^


(yay, blocked all his arguments, mwhahaha)
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#5
(05-19-2009, 05:27 PM)TheNave Wrote:  
(05-19-2009, 05:06 PM)Alblaka Wrote:  Don't make that big itr's (w: 999...)
If you make a body covering all the screen, you can use even an itr with w:1 (as long as it has the same y-coordinates).
Big itr's are buggy and will need at least a wait: 2 or 3 until they have "scanned" theire huge affect area...

2nd:
Fall and arest and other tags in itr/kind:8 can cause malfunctions sometime (due to they aren't necessary) you should remove them.

3rd:
Put in a zwidth: 5000, otherwise the itr's can only interact with your char on a straight line ;)
w00t? a move with w: 1 can cover the whole field? don't think so, there are no problems with huge w's

2nd, fall arest, etc. are ignored in ik8's but do not cause any bugs

3rd:
I think a zwidth: 999999999 is enough ^^


(yay, blocked all his arguments, mwhahaha)

1st: If you take a bdy with w: 99999999999999999 it's fine... but a itr with w: 99999999999 AND a short wait (usually 0 or 1 if you are using special bdys etc) causes bugs... The system needs some time to scan such a huge area.... therefore ( i think it was Azriel) told me to make big bdys instead big itrs ^^

2nd: Dunno, but there was a char with a move including itr/kind:8's and THERE the additional tags caused the itr to malfunction...

3rd: Aww, lol.. due to the much "9"'s i haven't seen thhe zwidth... however, same as 1st, it shouldn't be that big...
My Creations: (Click to View)

Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.


Greetz,
Alblaka
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#6
kayz let's see.

I don't know why u can't shoot before 60 TUs is up. I'll try a step by step fix of ur code without actually testing anything.

- First, your char opoints t3 targeter/bullet thing. Apparently you're locking your char while the targeter is flying, that's fine.
- Dunno why ur char has an ik8 in frame 256, but anyways, it shouldn't have the bdy in there that can intersect the targeter coz that will make the targeter stop chasing and just stick to your char.
- frame 256's hit_j: should be 257 as well (same as hit_d:) coz of the mp -9 thing.
- looking at your ik8s, dunno y there's 2 of them to delete the targeter. 1 should be to make it go to shoot, the other should make it go to disappear (delete).
- your char shouldn't try to hit ur targeter via ik0, it should have a bdy in 255 to affect the ik8 thing in the targeter that makes it shoot.
- targeter needs hit and hitting frames (f10 and 20). make these lead to disappearing frames or sth.

---
actually here's a quick guide on how to make this work

- char opoints targeter
- targeter chases enemies via hit_Fa: 2
- targeter has 2 ik8s, one to make it shoot, one to make it disappear
- char has a waiting frame that subtracts mp
- waiting frame has hit_a: to a frame with a bdy that activates the ik8 on the targeter for shoot
- waiting frame has hit_j: and hit_d: to a frame with a bdy that activates the ik8 on the targeter for delete
- char's injured frames and on ground frames probably should have the bdys for delete as well, but this might make 2 instances of ur char buggy if both try the move.

---

kayz so. random replying comments:

@Alblaka
actually that conv said have a bdy: 3 pixels wide and an ik8 1 pixel wide, but that only applied in the situation for something that should stick to ur char that doesn't move (charging attack). this situation u could either have a big ik8 and a small bdy or small ik8 and big bdy or both big (but preferably only 1 of them is big coz it might save some itr calculations per frame (depending on how lf2 detects itrs)).

@people?
actually zwidth: 500 is quite big enough (500 up and 500 down the z axis). well maybe 1000 if you want to be super safe but yea.

p/s: state: 9998 is an instant delete. and the itr and/or bdy thing requiring wait: 1 or 2 (the one i'm unsure about), i would think that both need the delay rather than just the itr, but i still haven't tested it.



Azriel~
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#7
@Nave: When I'm home, I'll test it.

@Alblaka: So I whether have to change the itr effect's area or the wait to make it work right?

Quote:Dunno why ur char has an ik8 in frame 256, but anyways, it shouldn't have the bdy in there that can intersect the targeter coz that will make the targeter stop chasing and just stick to your char.
The bdy in it is to prevent the targeter to go behind the char (you can't shoot from behind with the gun pointing to the front).

The itr/kind:8 is to bring the char back to normal frames if the targeter goes behind him.

Quote:- targeter has 2 ik8s, one to make it shoot,
but the itr/kind: 8 will move the targeter to the center point of the char so it won't be able to interact anyone.

EDIT: @Alblaka, Nave and Azriel:
It worked. Thanks.

EDIT2: Before anyone said "click the 'solved' button", There's still the 60-TU/wait-before-hit-problem.
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#8
hm i didn't think of that. so you actually did have to use the ik0. that's pretty cool actually.

actually I can't think of how you made it work in terms of shooting (at least not without bugs; ignoring the 60 TU thing). if you could explain how the shooting works without bugs, then i may be able to find out why the 60 TU thing has to be there and possibly fix it.


Azriel~
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#9
After opoint the targeter, the char go to this looping frame:

    DC-Code:
<frame> 256 Sniper_shot
   pic: 215  state: 3  wait: 3  next: 256  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 255  hit_d: 257  hit_j: 257 mp: -9
   bdy:
      kind: 0  x: -99999  y: 10000000000  w: 99999 h: 77 zwidth: 1000
   bdy_end:
   itr:
      kind: 8  x: 20  y: 9716264  w: 9999999 zwidth: 999999  h: 62 dvx: 257  fall: 90  vrest: 0  bdefend: 90 injury: 0  
   itr_end: 
   bdy:
      kind: 0  x: 1  y: 7  w: 35  h: 71
   bdy_end:
<frame_end>


As you can see, when the you press A, he'll go frame 255, which is this frame:

    DC-Code:
<frame> 255 Sniper_shot
   pic: 216  state: 3  wait: 1  next: 257  dvx: 0  dvy: 0  dvz: 0  centerx: 19  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\colt_shoot.wav 
   itr:
      kind: 0  x: 20  y: 9716264  w: 999999 zwidth: 1000  h: 9999  fall: 90  vrest: 0  bdefend: 90 injury: 90  
     effect: 4
   itr_end:
   opoint:
      kind: 1  x: 50  y: 46  action: 0  dvx: 0  dvy: 0  oid: 801  facing: 0
   opoint_end:
   bdy:
      kind: 0  x: 1  y: 7  w: 35  h: 71
   bdy_end:
<frame_end>


In this frame, there is a special itr/kind:0/effect: 4 so it will reflect astate: 3000 ball, this ball to be exact:

    DC-Code:
<frame> 2 flying
   pic: 2  state: 3000  wait: 9  next: 3  dvx: 0  dvy: 0  centerx: 43  centery: 31  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 2
   bdy:
      kind: 0  x: 21  y: 9716264  w: 99999 zwidth: 99999  h: 62
   bdy_end:
   itr:
      kind: 8  x: 3  y: 10000000000  w: 1 h: 77 zwidth: 10000  dvx: 41  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
   itr:
      kind: 8  x: 37  y: 100000  w: 999 zwidth: 999  h: 15  dvx: 42  fall: 90  arest: 6  bdefend: 11  injury: 0  
   itr_end:
<frame_end>

When the ball get hit by the itr, it goes to frame 30 (the rebound frame):
    DC-Code:
<frame> 30 shoot
   pic: 999  state: 3000  wait: 3  next: 1000  dvx: 75  dvy: 0  centerx: 56  centery: 24  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 37  y: 31  w: 20 zwidth: 10  h: 15  dvx: 2 dvy: 1  fall: 90  arest: 6  bdefend: 11  injury: 220  
     effect: 1
   itr_end:
<frame_end>

And this is nothing special. It's only a normal itr/kind: 0 to hit you. That's how I made him do the shooting.
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#10
i know that, but the flaw is that you can't hit ur own t3 if it's facing the same direction as you =s. what's 801 frame 0?



Azriel~
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