Solved Minor Help

Question that is answered or resolved.
For some reason my player can't connect any attack after the first attack connects. The animations play but there is no move contact or damage. I have the attack boxes set as well as damage and pause times and I added atchain 1 2 4 3 in the header so I can't think of what could be causing this also the first attack seems to rarely to connect as well so any info on the issue would be appreciated.
 
I'm trying to make a projectile loop at a certain point and the manual lists this as being possible but when I add it to the text file it doesn't loop at all in game. It's a three frame animation and I want frames 2 and 3 to loop if you guys know what I'm doing wrong please share or if this is an outdated feature or something? :(

this is from the manual

loop {bi} {start} {end}

~Determines how loop effect is applied in current animation
~{bi} toggles looping on or off.
0 = looping off
1 = looping on
~{start} determines the number of frame the animation loops to. Defaults to 0 or 1st frame.
~{end} determines the number of frame which starts the loop. If left blank, the animation will loop at the end of animation.
~Some animations should NOT be set to loop (loop temporary at least). Examples include most attacks and injured animations.

And this is from the projectiles txt file

anim idle
attack 6 -3 16 13 25 1 1 0 5 0
dropv 3 3 0
delay 5
offset 12 28
frame data/chars/yususke/bullet/22.png
delay 10
offset 14 28
frame data/chars/yususke/bullet/21.png
loop 1  2  3
delay 15
offset 18 32
frame data/chars/yususke/bullet/20.png
 
I just noticed that when I add the start and end frame openbor stats unchecks the loop box. It still displays loop 1 in the text but in game it doesn't loop and when I check the box it removes the start and end frames and only shows loop 1
 
I figured it out, to get the results I was looking for I had to remove the end frame because that means the animation ends on that frame meaning it remains stuck on that frame. If you don't add an end frame it loops from the starting frame and plays every frame after and loops back to the starting frame. Simple mix up but thanks for your help guys I'll remember your pointers for the future  :)
 
I'm having a problem loading a stage I recently made it doesn't say why the stage doesn't load in the log it just says " Error loading file 'data/bgs/Forest/FG.png' ". The image is indexed and the I have the background color in the first slot this works all the time and now its not working and I don't understand what could be triggering the error so any insight would be helpful  :)
 
Don't know if you are referring to the manual or Wiki Article, but either way it helps if you break it down. Think of Ax Battler from Arcade Golden Axe.

Initial swing.
Follow up backhand slice.
Pommel butt.
Kick
Uppercut slice
Pick up and throw

0 = It's a group spacer. If nothing is skipped, you stop the combo at the first 0 you come to. If there IS a skip, then you skip to whatever is after the first 0 you come to instead.

So the whole thing becomes this:
1 2 6 0 3 3 4 0 5

Looks puzzling right? Break it down into smaller bits:

1 and 2, then if target is in range of 6, do that and stop. If not, skip 6 and keep going. In game terms, Ax swings twice, and then if his opponent is close enough, he'll grab and throw them to the deck.
1 2 6 0

First and second swing, skip 6 because nothing was in its range. Now we get 3 3 and 4. Again, only do these if something is in their range, else skip to the next group. This time Ax does his damaging and brutal mid range combo of two swings, a couple of pommel smashes to the head, and then a big boot.
1 2 6 0 3 3 4 0

Now we are up to the whole thing. There's no more skips to try, so just play 5. After the standard initial swings, Ax does a long reaching uppercut slice.
1 2 6 0 3 3 4 0 5

Ax_ani_chain_0001.gif


The most important thing here is you have to set up ranges very carefully and remember the range checks are in real time. 3 and 4 for instance both have to find a target or they get skipped, so if one of the pommel smashes happens to push the target out of range, Ax will perform the uppercut slice on his next attack - exactly like the Arcade Golden Axe, and a pretty cool caveat if you ask me. It's quite easy once you get the hang of it, and lets you make some cool range based combos right out of the box.

DC

Hey damon did you accomplish this using the range system in the engine or with script?
 
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