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A move like monk's robe
#1
Hi, i am trying to make a move like monk's robe.The char will jump up to

sky and row with y-axis then fall back onto the ground and use the

palm.I will use louis for this move since it has that sprite.But after

i tested,i can only do the y-axis move,when louis lands on the ground,

nothing happened.Can anyone tell me whats the reason please?

Thank You
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#2
First of all, show us your data in order to check what's really going wrong.
Here's some bugs that I think of:
-You didn't land in time, if you land in time, he will make the move(just like louis in my mod)
-Are you sure that you put the "next" correctly?
Show us your data first, okay?
This place motivates me to become an artist, this place motivates me to learn coding, this place made me grow up, showed me the ways to interact with people. Unlike the old childish of me myself, I've learned a lot and gotten some experiences. For me, it's not just a fan forum, it's a helpful community. From a noob to someone who would think before he speaks, looking back at my old post made me laugh hard, I'm grateful of the differences between these 2 years.
~Thank You All and Farewell
~Goodbye, LFE.
RIP - 14/04/2014
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#3
Here is the code.Thx man

    DC-Code:
<frame> 330 rowing
   pic: 58  state: 3  wait: 2  next: 331  dvx: 0  dvy: -1  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 75  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 331 rowing
   pic: 59  state: 3  wait: 2  next: 332  dvx: 0  dvy: -2  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 332 rowing
   pic: 49  state: 3  wait: 2  next: 333  dvx: 0  dvy: -3  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 333 rowing
   pic: 58  state: 3  wait: 2  next: 334  dvx: 0  dvy: -4  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 75  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 334 rowing
   pic: 59  state: 3  wait: 2  next: 335  dvx: 0  dvy: -5  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 335 rowing
   pic: 49  state: 3  wait: 2  next: 336  dvx: 0  dvy: -6  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 336 rowing
   pic: 58  state: 3  wait: 2  next: 337  dvx: 0  dvy: 5  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 75  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 337 rowing
   pic: 59  state: 3  wait: 2  next: 338  dvx: 0  dvy: 5  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 338 rowing
   pic: 49  state: 3  wait: 2  next: 339  dvx: 0  dvy: 4  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 339 rowing
   pic: 58  state: 3  wait: 2  next: 340  dvx: 0  dvy: 4  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 75  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 340 rowing
   pic: 59  state: 3  wait: 2  next: 341  dvx: 0  dvy: 3  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 42  y: 45  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
<frame> 341 rowing
   pic: 49  state: 3  wait: 2  next: 342  dvx: 0  dvy: 3  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 30  y: 59  weaponact: 25  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   itr:
      kind: 7  x: 36  y: 54  w: 13  h: 25  vrest: 7  
   itr_end:
<frame_end>
 
<frame> 342 blastpush
   pic: 106  state: 3  wait: 2  next: 343  dvx: 0  dvy: 2  dvz: 0  centerx: 46  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\097.wav 
   wpoint:
      kind: 1  x: 41  y: 47  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 23  y: 14  w: 35  h: 64
   bdy_end:
   bdy:
      kind: 0  x: 13  y: 43  w: 39  h: 19
   bdy_end:
<frame_end>
 
<frame> 343 blastpush
   pic: 107  state: 3  wait: 1  next: 344  dvx: 0  dvy: 2  dvz: 0  centerx: 41  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\020.wav 
   wpoint:
      kind: 1  x: 33  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 23  y: 14  w: 35  h: 64
   bdy_end:
   bdy:
      kind: 0  x: 13  y: 43  w: 39  h: 19
   bdy_end:
<frame_end>
 
<frame> 344 blastpush
   pic: 107  state: 3  wait: 1  next: 345  dvx: 0  dvy: 1  dvz: 0  centerx: 41  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 0  x: 23  y: 14  w: 35  h: 64  dvx: 22  fall: 660  bdefend: 660  injury: 75  
   itr_end:
   wpoint:
      kind: 1  x: 33  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 23  y: 14  w: 35  h: 64
   bdy_end:
   bdy:
      kind: 0  x: 13  y: 43  w: 39  h: 19
   bdy_end:
<frame_end>
 
<frame> 345 blastpush
   pic: 108  state: 3  wait: 2  next: 346  dvx: 0  dvy: 1  dvz: 0  centerx: 40  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 32  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 23  y: 14  w: 35  h: 64
   bdy_end:
   bdy:
      kind: 0  x: 13  y: 43  w: 39  h: 19
   bdy_end:
<frame_end>
 
<frame> 346 blastpush
   pic: 109  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 42  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 33  y: 48  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 23  y: 14  w: 35  h: 64
   bdy_end:
   bdy:
      kind: 0  x: 13  y: 43  w: 39  h: 19
   bdy_end:
<frame_end>
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#4
Hmm. Comparing to mine, the wait is a bit long, try to reduce the wait or some of the rowing part. If you just row to the ground, he will go to frame 0 so make sure you do it in time. That move is already too long. Maybe you can do it this way, in frame 341, put wait to frame 344(that's where your attack is, right?). Or maybe at the jump put louis to jump higher.
Edit: My bad, it's frame 215 then frame 0. :D
This place motivates me to become an artist, this place motivates me to learn coding, this place made me grow up, showed me the ways to interact with people. Unlike the old childish of me myself, I've learned a lot and gotten some experiences. For me, it's not just a fan forum, it's a helpful community. From a noob to someone who would think before he speaks, looking back at my old post made me laugh hard, I'm grateful of the differences between these 2 years.
~Thank You All and Farewell
~Goodbye, LFE.
RIP - 14/04/2014
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Thanks given by: nwfb1657
#5
when you land on the ground while in any state other than 100, you will go to the crouch_1 or crouch_2 frames (crouch_2 if you're in state 3 and etc.).

if you use state: 100, then the character will go to frame 94 when he/she lands on the ground provided that the char lands while in state: 100. which means you could start your attack in frame 94.

however, since u're using louis, his frame: 94 is already used coz of his dash attack.

so what you can do is use dvy: 550 and really good frame timings to transition into the move (optimal, but would incur an extra crouch frame at the end of your move), or use adjusting centery's (easiest but a bad solution), or use ik8 with an extra object to make louis change frames in frame 94.



Azriel~
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Thanks given by: Hero destroyer , nwfb1657
#6
Thanks for your idea,but are there any ways to make the time gap become more perfect,like making type 3 object to do this move?
um i mean let the air ball do the move,and my char disappear for a while like this?
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#7
(10-31-2011, 03:19 AM)nwfb1657 Wrote:  Thanks for your idea,but are there any ways to make the time gap become more perfect,like making type 3 object to do this move?
um i mean let the air ball do the move,and my char disappear for a while like this?

when he will be close enouught to the ground make in that move dvx: 550 dvy: 550 dvz: 550 then he dont fall on the ground,he will stay in the air.
IM so NOOB
Troll mode activated TwistedDemonEvil
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