Author Topic: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (locked)  (Read 268827 times)

DarkOverord

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #210 on: January 12, 2012, 04:04:55 PM »
SampleE01, SampleRB01, SampleRB02 and SampleRB03 all have yields in their MainLoops actually.
Which aren't on the wiki. Will edit my post to say translated scripts :V
http://www.youtube.com/user/DarkOverord <-- its wat cool ddes do rite :V

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #211 on: January 12, 2012, 06:21:20 PM »
I was going off the sample script which actually doesn't have a yield; in MainLoop. But I'm equally as stupid for forgetting all loops have yields!  :V
In fact, looking at it, none of the translated sample scripts on the wiki have a yield. That's. What? :V
The samples on the wiki don't have yields because they don't have any tasks to yield from. Not all loops have yields; only when you want to pause task behaviour until the next frame do you use yields. At a lower level view, a yield just halts the behaviour and jumps you to the next task in line, and the last in line should be MainLoop, whereupon it finishes the current frame processing. If you have no last yield in MainLoop, there's nothing to tell the program to jump back to the tasks' yields.

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DarkOverord

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #212 on: January 12, 2012, 07:58:34 PM »
The samples on the wiki don't have yields because they don't have any tasks to yield from. Not all loops have yields; only when you want to pause task behaviour until the next frame do you use yields. At a lower level view, a yield just halts the behaviour and jumps you to the next task in line, and the last in line should be MainLoop, whereupon it finishes the current frame processing. If you have no last yield in MainLoop, there's nothing to tell the program to jump back to the tasks' yields.
aha. Lesson learned :V Thanks, I'll bare that in mind when going through the samples.
http://www.youtube.com/user/DarkOverord <-- its wat cool ddes do rite :V

NonexistentFlower

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #213 on: January 14, 2012, 10:44:15 AM »
you have no yield in your mainloop aaaaaaaaaaaaaaaaaaaaaaaaaa
No wonder. Fixed.
......I said nothing.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #214 on: January 15, 2012, 11:58:50 AM »
Oh look, another help request from me.
Anyways, I need help with making a task, which will make curved lasers spawn around the stage edges, then curve inwards to the middle of the stage with angular velocity of '0.5', then curve/move outwards again.
I've learned now how to do tasks(but not functions), and make object bullets. Anyone got any ideas? ???

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #215 on: January 17, 2012, 09:25:31 AM »
I don't understand what you can't do there, if you know how to make a task, just make a curved laser at the edge and modify its angle ...

NonexistentFlower

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #216 on: January 18, 2012, 12:10:32 PM »
Oh look, another help request from me.
Anyways, I need help with making a task, which will make curved lasers spawn around the stage edges, then curve inwards to the middle of the stage with angular velocity of '0.5', then curve/move outwards again.
I've learned now how to do tasks(but not functions), and make object bullets. Anyone got any ideas? ???
There seems to be a function in Danmakufu for curved lasers:
CreateCurveLaserA1(引数:8、返り値:[オブジェクトID])
 1) real:x座標
 2) real:y座標
 3) real:速度
 4) real:角度
 5) real:レーザーの長さ
 6) real:レーザーの幅
 7) real:弾画像ID
 8 ) real:遅延時間
指定した位置に曲がるレーザーを出現させます。
出現させたレーザーにさらに操作を加える場合は、ObjMove_XXX,ObjLaser_XXXを使用してください。

Using my horrible translation skills (Please correct me and add on to the translation):
CreateCurveLaserA1(8 Variables, Returns object ID)
 1) real:x position
 2) real:y position
 3) real:speed
 4) real:angle
 5) real:length
 6) real:レーザーの幅 (Width?)
 7) real:Graphics
 8 ) real:Delay
指定した位置に曲がるレーザーを出現させます。
出現させたレーザーにさらに操作を加える場合は、ObjMove_XXX,ObjLaser_XXXを使用してください。
(Something about it being able to be manipulated via Move and Laser object commands.)

You could probably change the angular velocity via ObjMove_SetAngularVelocity(objectID,angularVelocity).
......I said nothing.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #217 on: January 19, 2012, 05:07:55 PM »
I'm trying to run danmakufu on one computer. It starts up perfectly, but when I go into any of the categories it crashes with a Microsoft Visual C++ Runtime Error. Is there any way to fix this?

EDIT: The DnhViewer works fine though...
« Last Edit: January 20, 2012, 06:13:42 PM by JmLyan »

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #218 on: January 21, 2012, 01:37:28 AM »
指定した位置に曲がるレーザーを出現させます。
出現させたレーザーにさらに操作を加える場合は、ObjMove_XXX,ObjLaser_XXXを使用してください。
(Something about it being able to be manipulated via Move and Laser object commands.)

Yeah, it says:
"Creates a curving laser at the designated coordinates.
For additional controls for the created laser, use the ObjMove_XXX or ObjLaser_XXX commands."

Heres a bonus since I'm kind of free and bored at the moment:
Code: [Select]
ObjLaser_SetLength(Arguments: 2)
 1) real:Object ID
 2) real:Laser Length
Sets the Laser's length.

ObjLaser_SetRenderWidth(Arguments: 2)
 1) real:ObjectID
 2) real:Laser Width
Sets the Laser's width.
If the hitbox width is not designated, the hitbox width will be set to 1/2 this width by default.

ObjLaser_SetIntersectionWidth(Arguments: 2)
 1) real:Object ID
 2) real:Laser Hitbox Width
Sets the hitbox width of the laser.

ObjLaser_SetInvalidLength(Arguments: 3)
 1) real:ObjectID
 2) real: Laser hitbox length, tip
 3) real: Laser hitbox length, end
Sets the non-hitbox areas of the tip and ends of the lasers.
By default, the non-hitbox area is set to 10% of the laser length for both tip and end.

ObjLaser_GetLength(Arguments: 1、Returns:real)
 1) real:ObjectID
Returns the designated laser object's length

ObjStLaser_SetAngle(Arguments: 2)
 1) real:ObjectID
 2) real:Laser Angle
Sets the [setting type(?)]laser's angle. (Different from the angular velocity of the laser)

ObjStLaser_GetAngle(Arguments: 1、Returns:real)
 1) real:ObjectID
Returns the [setting type(?)]laser's  angle. (Different from the angular velocity of the laser)

ObjStLaser_SetSource(Arguments: 1)
 1) real:ObjectID
 2) bool:Light Source
Enables or Disables the [setting type(?)]laser's light source.
« Last Edit: January 21, 2012, 02:12:57 AM by EdibleGhost »
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fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #219 on: January 21, 2012, 07:45:34 PM »
Yeah, it says:
"Creates a curving laser at the designated coordinates.
For additional controls for the created laser, use the ObjMove_XXX or ObjLaser_XXX commands."

Heres a bonus since I'm kind of free and bored at the moment:
Code: [Select]
ObjLaser_SetLength(Arguments: 2)
 1) real:Object ID
 2) real:Laser Length
Sets the Laser's length.

ObjLaser_SetRenderWidth(Arguments: 2)
 1) real:ObjectID
 2) real:Laser Width
Sets the Laser's width.
If the hitbox width is not designated, the hitbox width will be set to 1/2 this width by default.

ObjLaser_SetIntersectionWidth(Arguments: 2)
 1) real:Object ID
 2) real:Laser Hitbox Width
Sets the hitbox width of the laser.

ObjLaser_SetInvalidLength(Arguments: 3)
 1) real:ObjectID
 2) real: Laser hitbox length, tip
 3) real: Laser hitbox length, end
Sets the non-hitbox areas of the tip and ends of the lasers.
By default, the non-hitbox area is set to 10% of the laser length for both tip and end.

ObjLaser_GetLength(Arguments: 1、Returns:real)
 1) real:ObjectID
Returns the designated laser object's length

ObjStLaser_SetAngle(Arguments: 2)
 1) real:ObjectID
 2) real:Laser Angle
Sets the [setting type(?)]laser's angle. (Different from the angular velocity of the laser)

ObjStLaser_GetAngle(Arguments: 1、Returns:real)
 1) real:ObjectID
Returns the [setting type(?)]laser's  angle. (Different from the angular velocity of the laser)

ObjStLaser_SetSource(Arguments: 1)
 1) real:ObjectID
 2) bool:Light Source
Enables or Disables the [setting type(?)]laser's light source.
Thanks.  :3

NonexistentFlower

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #220 on: January 26, 2012, 11:58:02 AM »
A question: How do you slow/stop time? (As in Youmu/Sakuya respectively.)
......I said nothing.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #221 on: January 26, 2012, 01:15:40 PM »
A question: How do you slow/stop time? (As in Youmu/Sakuya respectively.)

You can use the StartSlow and StopSlow functions. Stop time is not yet implemented.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #222 on: January 28, 2012, 05:34:04 PM »
Oh god.
Theres no 'wait' function or anything related in ph3  :ohdear: .
 :o FFFFFFFFFFUUUUUUUUUUU-

Chronojet ⚙ Dragon

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #223 on: January 28, 2012, 06:41:38 PM »
What kind of wait, you mean the regular waiting function to delay tasks/
function wait(n) { loop(n) { yield; } }

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #224 on: January 28, 2012, 06:51:07 PM »
What kind of wait, you mean the regular waiting function to delay tasks/
function wait(n) { loop(n) { yield; } }
Well, any 'wait' really. There is one in 12.0m where its like: "wait(number);". It's more like that wait I would like help with. thanks.

EDIT: Wait, what do you mean by 'function'? Well, go on. i'd like to learn more. heh heh.
« Last Edit: January 28, 2012, 06:54:38 PM by fonduemaster »

Yukari-Chan

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #225 on: January 28, 2012, 07:09:17 PM »
Well, any 'wait' really. There is one in 12.0m where its like: "wait(number);". It's more like that wait I would like help with. thanks.

EDIT: Wait, what do you mean by 'function'? Well, go on. i'd like to learn more. heh heh.

It summons the function of wait. Then you give the variable of "n" and then loop it. Well just do this:
Code: [Select]
function wait(n){
loop(n){yield;}

I think this way works the same way in ph3 beta. If you are really curious, try it at a test script or your "script-in-the-making"
" Borders are Borders. They were meant to be manipulated and mistreated. "

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #226 on: January 28, 2012, 07:39:40 PM »
It summons the function of wait. Then you give the variable of "n" and then loop it. Well just do this:
Code: [Select]
function wait(n){
loop(n){yield;}

I think this way works the same way in ph3 beta. If you are really curious, try it at a test script or your "script-in-the-making"
Thankies

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #227 on: January 28, 2012, 08:43:52 PM »
If you don't know what wait() is to begin with and don't even know what a function is, what are you even doing using it. I don't even.

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Yukari-Chan

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #228 on: January 28, 2012, 09:02:40 PM »
Well, his script will, let's just say, end in pure rage of messing up on functions. If he doesn't know what a function is or wait, he could just stick to MainLoop style.
« Last Edit: January 28, 2012, 09:05:25 PM by Yukari-Chan »
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Chronojet ⚙ Dragon

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #229 on: January 29, 2012, 02:57:28 AM »
wait a sec,
wait isn't even a function except in Event scripts of v0.12m
Even then it's Wait with a capital W.

so how are you getting this information from, that "wait function of v0.12m" bull.

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #230 on: January 29, 2012, 06:16:26 AM »
Because basically every script and tutorial ever have the wait function defined. It's so extremely common that people don't actually know what it does. This is also why you get stuff like wait(200);yield; all over.

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fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #231 on: January 29, 2012, 09:39:34 AM »
If you don't know what wait() is to begin with and don't even know what a function is, what are you even doing using it. I don't even.
I do know what 'wait()' means and how it works, it just dosen't work for me in ph3.

wait a sec,
wait isn't even a function except in Event scripts of v0.12m
Even then it's Wait with a capital W.

so how are you getting this information from, that "wait function of v0.12m" bull.
Video tutorials :3.
« Last Edit: January 29, 2012, 01:36:19 PM by Helepolis »

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #232 on: January 29, 2012, 09:59:39 AM »
I do know what 'wait()' means and how it works, it just dosen't work for me in ph3.
How are you attempting to use it, then? More details (or a script) would be nice.

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fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #233 on: January 29, 2012, 11:20:22 AM »
How are you attempting to use it, then? More details (or a script) would be nice.
Here: http://pastebin.com/fLqVL7xK

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #234 on: January 29, 2012, 01:29:55 PM »
wait(n) is being used in @MainLoop.

There is your problem.

Edit:
- This doesn't seem to be the entire script. Since 'wait' is nowhere defined.
- Script seems a huge mess also. I cannot trace where the MainLoop ends.
- Since you seem to be confused about 'functions' I suggest you to dive into the tutorials first.

How you use 'wait'
Code: [Select]
@MainLoop {
// w/e
yield;
}

function wait(w) { loop(w) { yield; } }

task something {
// something
wait(30);
}
« Last Edit: January 29, 2012, 01:42:37 PM by Helepolis »

Yukari-Chan

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #235 on: January 29, 2012, 05:16:24 PM »
Here: http://pastebin.com/fLqVL7xK

What the... Just...Well guess I can help you out
What you did wrong:
- The script seems messy.
- Did you even end it?
- You didn't even use wait
- Where the hell does the script end?
- I think you forgot a few "{}"
- Did you even summon wait?

What are you doing...

Anyway, I think there is a Finalize at ph3 so summon wait there and do

Code: [Select]
function wait(n)
loop(n){yield;}}

task sample {
sampleshot;
wait(120);
}

You might want to summon sample or any other name for task at Initialize.

If you have any further mistakes, do what Helepolis says and dive in the wiki. They might have some information. Yes, I had to do that too get tasking...
" Borders are Borders. They were meant to be manipulated and mistreated. "

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #236 on: January 29, 2012, 05:27:33 PM »
Here: http://pastebin.com/fLqVL7xK

On top of what has been said earlier, you have a return in the MainLoop and both curvelaser and bulletshot tasks are defined inside MainLoop.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #237 on: January 29, 2012, 08:39:10 PM »
Quote
- You didn't even use wait
- Did you even summon wait?

What the hell.  You should be supporting people who don't use wait. If people knew what they were doing with their yields we wouldn't have that many problems.

Stick to loop(n){yield} ! It's just so much easier.
« Last Edit: January 29, 2012, 08:42:19 PM by Ginko »

Blargel

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #238 on: January 30, 2012, 07:24:50 AM »
What the hell.  You should be supporting people who don't use wait. If people knew what they were doing with their yields we wouldn't have that many problems.

Stick to loop(n){yield} ! It's just so much easier.
You realize he's been asking this whole time on how to use the wait function right?
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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #239 on: January 30, 2012, 09:38:02 AM »
 :derp: I just forgot to put a line after the "wth", the two things were unrelated.  :derp:

The "what the hell" part was the answer to the quote, related to the fact that the script does contain some instances of wait(*).

The other part was just adressing the fact that some people, probably partly because of the tutorials, do not make the link between wait(*) and yield, and they become unable to use yield properly. I'm just in favor of advertising loop(*){yield} because if forces comprehension of the yield and make people switch to tasks more easily.