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Super punch not working
#1
I coded my super punch and somehow it does not get activated when the opponent is in dance of pain. I actually used Davis' ITR in the punch and frame 70 DOES lead an existing frame... I can't find the problem. Does anyone know what the problem (+solution) could be?

    DC-Code:
<frame> 60 punch
   pic: 10  state: 3  wait: 1  next: 61  dvx: 2  dvy: 0  dvz: 0  centerx: 42  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 2  x: 21  y: 57  w: 37  h: 24  vrest: 1  
 
   itr_end:
   bdy:
      kind: 0  x: 34  y: 15  w: 24  h: 63
   bdy_end:
<frame_end>
 
<frame> 61 punch
   pic: 11  state: 3  wait: 1  next: 62  dvx: 0  dvy: 0  dvz: 0  centerx: 28  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   itr:
      kind: 0  x: 21  y: 31  w: 43  h: 18  dvx: 2  bdefend: 16  injury: 20  
   itr_end:
   bdy:
      kind: 0  x: 18  y: 14  w: 31  h: 64
   bdy_end:
<frame_end>
 
<frame> 62 punch
   pic: 12  state: 3  wait: 1  next: 63  dvx: 0  dvy: 0  dvz: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 27  y: 11  w: 27  h: 66
   bdy_end:
<frame_end>
 
<frame> 63 punch
   pic: 13  state: 3  wait: 0  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 37  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 19  y: 9  w: 36  h: 71
   bdy_end:
<frame_end>
 
 
 
<frame> 65 punch
   pic: 14  state: 3  wait: 1  next: 66  dvx: 2  dvy: 0  dvz: 0  centerx: 38  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   itr:
      kind: 2  x: 16  y: 59  w: 35  h: 21  vrest: 1  
 
   itr_end:
   bdy:
      kind: 0  x: 26  y: 12  w: 27  h: 68
   bdy_end:
<frame_end>
 
<frame> 66 punch
   pic: 15  state: 3  wait: 1  next: 67  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\007.wav 
   itr:
      kind: 0  x: 17  y: 37  w: 60  h: 19  dvx: 3  bdefend: 16  injury: 20  
   itr_end:
   bdy:
      kind: 0  x: 26  y: 9  w: 27  h: 70
   bdy_end:
<frame_end>
 
<frame> 67 punch
   pic: 16  state: 3  wait: 1  next: 68  dvx: 0  dvy: 0  dvz: 0  centerx: 35  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 17  y: 15  w: 37  h: 64
   bdy_end:
<frame_end>
 
<frame> 68 punch
   pic: 17  state: 3  wait: 0  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 33  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 17  y: 15  w: 34  h: 65
   bdy_end:
<frame_end>
 
 
<frame> 70 super_punch
   pic: 227  state: 3  wait: 1  next: 355 dvx: 4  dvy: 0  dvz: 0  centerx: 39  centery: 78  hit_a: 0  hit_d: 0  hit_j: 0
   bdy:
      kind: 0  x: 19  y: 31  w: 33  h: 18
   bdy_end:
   bdy:
      kind: 0  x: 28  y: 51  w: 28  h: 20
   bdy_end:
   wpoint:
   kind: 1  x: 24  y: 44   weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
<frame_end>
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#2
does the opponent have a corresponding itr kind: 6?
I can't see anything wrong in the above code



Azriel~
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Thanks given by: Memento
#3
(06-17-2013, 08:09 PM)Azriel Wrote:  does the opponent have a corresponding itr kind: 6?
I can't see anything wrong in the above code



Azriel~

It was the same character.. Could be something wrong in the injured frames. I'll check it out tomorrow.

Edit: I see now. I deleted these ITR's because my character sometimes picked weapons while because injured. I thought I fixed it by deleting those ITRs. However, I put the ITRs back and he still does not pick weapons while injured. So both problems are fixed. Thanks!
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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