Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[solved] Disappearing Item/Ball Problem+Itrk3 Problem
#1
Meteors
The problem is that my character sends a lot of (Meteors)t3's into the air. The t3's travel on a -dvy so they keep traveling up. Once they travelled up for a certain amount of time I want them to come down again as if they were crashing into the earth. I used a t1 to show the Meteor falling. What I did was made the t3 spawn the t1. Once spawned it is sent into the throwing frames to show the meteor falling. But the actual problem is that when the t1 appears nothing happens. All it shows is the shadow of where it should be.
Could someone please help me?
T3 Traveling Up
T3 Spawning the T1
T1 Traveling back to the Earth
T1 hitting the ground (I want it to delete itself once it crashes)
Id's
T3- 2226
T1- 2227
--------------------------------------------------------------------
The other problem would be that an Itrk3 problem. I looked at the Ball Effect Article in the Advanced DC section and decided I would apply it into my character. I wanted Firen to be able to absorb a fire blast so I decide to apply it to him. But the problem is; when he get's hit by the fireball, you can see him do the first frame of the frame he's meant to go to, but then he "jumps". I fix it with dvx: 550 and dvy: 550 but by the end of the attack he you see his jumping frame. Is there anyway to fix this?
Firen's bdy in which he can get hit by itrk3
Firen Absorbing Fire ball which is triggered by t3
The t3 data
How do I fix this? I've encountered thie problems before but I want a solution that always helps.
Reply
Thanks given by:
#2
@1st Problem: May it helps, but i encountered similar problems a few days ago, while working on a throwable weapon for my new char Suikan...
I replaced ALL frames (besides the throwing frames) with relinks (next:1000 etc in your case), then it suddenly worked...
Dunno about, but i guess the T1 also uses some other frames then throwing 40 and hitground 60, though it should only use them.
Another problem could be some messed-up sprites. Check the bmp-part, may.


@2nd Problem:
The problem is, that Firen (as usually with grapped chars) is being hold ABOVE ground by the fireball... ergo, after the move he is falling down (for a short moment) to his usual ground-angle.
To solve, you need to gibe Firen's data some cpoints and then fix all the coordinates, so he is really caught on ground level...
F.e, use his centerx/y value as his catchpoint and change the cpoint of the ball to something on ground, too.
My Creations: (Click to View)

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


Greetz,
Alblaka
Reply
Thanks given by:
#3
frame 55 should have state: 1002, or frame 54 should have next: 40 (more likely)



Azriel~
Reply
Thanks given by: Darkangel
#4
Alblaka Wrote:@2nd Problem:
The problem is, that Firen (as usually with grapped chars) is being hold ABOVE ground by the fireball... ergo, after the move he is falling down (for a short moment) to his usual ground-angle.
To solve, you need to gibe Firen's data some cpoints and then fix all the coordinates, so he is really caught on ground level...
F.e, use his centerx/y value as his catchpoint and change the cpoint of the ball to something on ground, too.
I don't quite understand, I changed the cpoint of the ball, but I still get the same problem, also does it have anything to do with the are of affect in the itrk3? Do you have add the cpoint in the ball?
I should also note that if you spawn the t3 at y: 48 instead of y: 44 like it should be, the itrk3 works normally, why is that?
Reply
Thanks given by:
#5
Imagine the T3 as a box, and the char as a box, to.
Now make one hole into the cpoint-coordinates of each box. Then use a plug to connect both boxes on their holes position.
That's catching.

If now, f.e., the T3-box has a height of 100cm and the char-box just 10cm and the cpoints have the coordinates 0/0 (so, left-upper edge), after connecting them the char-box would hover in the air.
In LF2 hovering chars will always go to jumping frames, as soon, as you "release" them (end of being caught).

If you dont want this to happen, you are going to change the cpoints until both boxes are touching the ground. F.e. you could change the T3-box's cpoint to 0/90 (lower left edge), then the char box would exactly touch the ground, it wouldnt hover in the air, the char wouldnt go to his jumping frames.


Dunno whether this helped you.
You should just try messing around until you find some working coordinates (as the y:48 may)...
My Creations: (Click to View)

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


Greetz,
Alblaka
Reply
Thanks given by: Darkangel




Users browsing this thread: 2 Guest(s)