(09-06-2009, 04:19 PM)SG2 Wrote: A few more questions from me. I'm confused about some of the pose names, so I don't really know what sprites I'm supposed to be replacing...can someone explain to me what these poses mean?
-Rowing
-Picked_Caught
-Throw_Lying_Man
-Catching
For catching, I can make a pretty obvious guess, but I've never played LF2 for anything more than leisure (no tournaments of heavy-duty play or anything, just for fun to kill some boredom in class and whatnot), and I can't off the top of my head remember catching anything in the game. Can you catch weapons when someone throws them or something? When does catching happen in the game?
I just need to know what and when these poses are used so I know what corresponding sprites of mine to replace with them. Thanks!!
-Rowing is when you filp(someone make you fall but you press jump) back and also for rolling >>D(runing & press defense).
-Picked_Caught is when the character is being catched/grabbed. ik = itr kind:
-Catching when the character grab another character it use those frames . hit a character 3 times or atleast when hes in dance of pain(injured frames = shaking And can not move) wallk toward him and you use the itr kind: 1 in wallk frames that send you into catching(frame 120) and the Caught character into -Picked_Caught frames.
-Throw_Lying_Man throwing grabed character
Weapons can be only interact with ik2/7 for "catching them" that is.You cant use ik3/1 to pickup objects. those itr2/7 only works if object his state: 1004/2004 .Meaning you can pickup items mainly from the ground. If you use other state in mid airs for weapons its will look werid. That because of physic of normal state of throwing/ON THE SKY frames .
You could try to use those states but it wont be pretty.It may enable you to grab/catch those weapons for mid air.
About the sprites just look it this way. Theres 140 pics . 0-139 =140 .The Sprites Order :
. basicly its in bmp_0 its 0-69 first row 0-9, second row10-11,third row20-29,fourth row 30-39,fifth row 40-49,sixth row 50-59, seventh row 60-69.
Same goes for bmp_1 first row 70-79, second row 80-89, third row 90-99,fourth row 100-109,fifth row 110-119,sixth row 120-129,seventh row 130-139.
file(0-69): sprite\sys\bandit_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\bandit_1.bmp w: 79 h: 79 row: 10 col: 7
The sprites of bandit.
bandit_0.bmp
![[Image: 2847sx.jpg]](http://i32.tinypic.com/2847sx.jpg)
bandit_1.bmp
![[Image: 211mkxf.jpg]](http://i29.tinypic.com/211mkxf.jpg)
Example pic 51 is the second picture on the 6 row in bandit_0.bmp.
Code:
<frame> 120 catching
pic: 51 state: 9 wait: 5 next: 121 dvx: 0 dvy: 0 dvz: 0 centerx: 36 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\015.wav
cpoint:
kind: 1 x: 67 y: 39
vaction: 131 throwvz: -842150451 hurtable: 1 throwinjury: -842150451 decrease: 7
cpoint_end:
wpoint:
kind: 1 x: 54 y: 50 weaponact: 20 attacking: 0 cover: 1 dvx: 0 dvy: 0 dvz: 0
wpoint_end:
bdy:
kind: 0 x: 19 y: 15 w: 28 h: 65
bdy_end:
<frame_end>