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[solved] how to summon a invisible beer for charge mp?
#1
:[ 
Im a newbie...... plz can anyone help me about my question? please....
thanks for helping :D
~EagleWingz7500

Stand Straight , Never Fall

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#2
firstly, welcome to LFE! We hope your stay is enjoyable and warm :)
now to the data

starting with new frames; you opoint the beer (spawn it) in the characters hand (opoint kind 2) and change the state of the character to the drinking state (state 17). to make the bottle invisible, just set y: "XX" values to something absurdly high or low such as "-1000" or "5000". up to you just as long as the bottle is actually "off the screen", it will seem to be invisible, when actually, its real position is somewhere up your bedroom wall or on your carpet floor.

for reference, check the mainsite, freeze's ice sword spawning, and the drinking state.

spawning:
http://www.lf-empire.de/en/lf2-empire/da...ject-point

weapon:
http://www.lf-empire.de/en/lf2-empire/da...apon-point
~its been a long time coming~
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#3
okay... =)
Thanks.... i'll try it =D
Should it be like this? >>>>>vv
    DC-Code:
<frame> 240 charge
   pic: 0  state: 15  wait: 3  next: 241  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 242  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 241 charge
   pic: 0  state: 17  wait: 3  next: 240  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 242  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
   opoint:
      kind: 2  x: 42  y: -1000  action: 35  dvx: 0  dvy: 0  oid: 123  facing: 0
   opoint_end:
<frame_end>
 
<frame> 242 charge_end
   pic: 0  state: 15  wait: 3  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>


i try at template, it still summon alot of beer , the mp can charge
~EagleWingz7500

Stand Straight , Never Fall

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Thanks given by: dubbleD
#4
okay.
thats good. it looks youve got it wrorking
your problem straight away is that in frame 241, your "next:" is wrong. it should be 242, not 240

now the next thing you do in order for you to make the beer disappear from your hand is this:
open "weapon8.dat", go to frame 399 and change it's "next" to 1000.
then go back to the character's last frame and in the "wpoint: kind: 1", change the 1 to a 3. Then change the "weaponact" to 399
:)

just a word of advice though, this doesnt end here.
IF you use the move and an enemy hurts your character while charging but doesnt knock you over, then the bottle will be in your characters hand.
there are a few solutions to avoid this problem. the easiest is this: remove all "bdy" 's in the drinking frames. the others are fairly complicated and take bit more explaning
~its been a long time coming~
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#5
i do it what u say >>>>>vv
    DC-Code:
<frame> 240 charge
   pic: 0  state: 17  wait: 3  next: 241  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 243  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
   opoint:
      kind: 2 x: 0  y: 5000  action: 20  dvx: 0  dvy: 0  oid: 123  facing: 0
   opoint_end:
<frame_end>
 
<frame> 241 charge
   pic: 0  state: 17  wait: 3  next: 242  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 243  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 242 charge
   pic: 0  state: 15  wait: 3  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 3  x: 33  y: 45  weaponact: 399  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>


but i load the game and use to move, nothing happend



this the weapon data
    DC-Code:
<frame> 72 just_on_on_ground
   pic: 3  state: 1003  wait: 2  next: 64  dvx: 0  dvy: 0  centerx: 24  centery: 34  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\041.wav 
<frame_end>
 
<frame> 399 dummy
   pic: 4  state: 0  wait: 0  next: 1000  dvx: 0  dvy: 0  centerx: 24  centery: 30  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 1  y: 19  w: 46  h: 15
   bdy_end:
<frame_end>
~EagleWingz7500

Stand Straight , Never Fall

My Sig 1 (Click to View)
My Sig 2 (Click to View)
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Thanks given by: dubbleD
#6
oh dear, i might have made a mistake....
well if it doesnt work, then ignore my previous instructions.
i'll need to find some time to correct what i said later unless someone else contributes
~its been a long time coming~
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#7
From what I understand when you put "hit_d: 243" you want it to continue charging until defend is pressed, right?

You can try changing "next" in frame 242 to 242 so that it keeps on charging
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Thanks given by: dubbleD
#8
oh...i see
then i'll be waiting for your instructions....

but if change the "next" to 242 , then cant stop it charging,
and i think my data got problems , it cant even charge mp , nothing happend
~EagleWingz7500

Stand Straight , Never Fall

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#9
Dude, I think you should add more frames. 3 frames wont do. You gotta use at least 6 frames. Check out the main site Advanced DC page for instructions. Oh, and for the problem, ....... first make up 6 frames and then the solution is:

If you are making it continue with next , then dont direct the next to the opoint kind 2 frame. Direct it to the state: 17 frames. And also dont include the weaponact: 399 or 1000 (whatever) in the rotation. It will throw the weapon and then state: 17 will be useless. Direct the hit_d: to the weaponact: 399 or 1000 (whatever) frames. And then it should work fine except for some funny sound bugs XD.
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#10
(05-30-2011, 03:51 PM)Electric Shock Wrote:  Dude, I think you should add more frames. 3 frames wont do. You gotta use at least 6 frames. Check out the main site Advanced DC page for instructions. Oh, and for the problem, ....... first make up 6 frames and then the solution is:

If you are making it continue with next , then dont direct the next to the opoint kind 2 frame. Direct it to the state: 17 frames. And also dont include the weaponact: 399 or 1000 (whatever) in the rotation. It will throw the weapon and then state: 17 will be useless. Direct the hit_d: to the weaponact: 399 or 1000 (whatever) frames. And then it should work fine except for some funny sound bugs XD.

like this can? >>>>>vvv :s
    DC-Code:
<frame> 240 charge
   pic: 0  state: 15  wait: 3  next: 241  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 245  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 241 charge
   pic: 0  state: 17  wait: 3  next: 242  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 245  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
   opoint:
      kind: 2 x: 0  y: 5000  action: 20  dvx: 0  dvy: 0  oid: 123  facing: 0
   opoint_end:
<frame_end>
 
<frame> 242 charge
   pic: 0  state: 17  wait: 3  next: 243  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 245  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 243 charge
   pic: 0  state: 17  wait: 3  next: 244  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 245  hit_j: 0 
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 244 charge
   pic: 0  state: 17  wait: 3  next: 240  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 245  hit_j: 0 
   wpoint:
      kind: 1  x: 33  y: 45  weaponact: 21  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 245 charge_end
   pic: 0  state: 15  wait: 3  next: 999  dvx: 0  dvy: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_ja: 240
   wpoint:
      kind: 3  x: 33  y: 45  weaponact: 399  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
~EagleWingz7500

Stand Straight , Never Fall

My Sig 1 (Click to View)
My Sig 2 (Click to View)
My 1st Char (MasterSummoner) (Click to View)
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