Author Topic: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (locked)  (Read 268111 times)

Sparen

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #960 on: January 27, 2014, 09:58:50 PM »
I'm a total noob with Danmakufu, so I'm sorry about this question. But how do I spawn an object bullet? From the wiki, it seems that you need a combination of Obj_Shot and Obj_Render commands, but I'm not sure which ones to use. Here's what I'm trying right now:
        ObjShot_Create(OBJ_SHOT);
   ObjRender_SetPosition(sides,bossX,bossY,0);
   ObjRender_SetAngleXYZ(sides,GetAngleToPlayer(bossObj),GetAngleToPlayer(bossObj),0);
   ObjShot_SetGraphic(sides,54);
   ObjShot_Regist(sides);


Use ObjMove in order to control the bullet itself. Register it after creating it. You might want to set speed and angle (use ObjMove)

Shadow

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #961 on: January 27, 2014, 10:31:05 PM »
Whoops, posted this by accident. Editing in a bit.

EDIT: And then I accidentally double post. I apologize for that, please delete this post. ^^;
« Last Edit: January 27, 2014, 10:45:33 PM by Shadow »

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #962 on: January 27, 2014, 10:40:40 PM »
I did all of that, but now it comes up with an error on the line where I register the shot's ID.
Normal 1cc's: LLS, MS, EoSD, PCB, IN, MoF, SA, UFO, TD, DDC
Hard 1cc's: EoSD, PCB, IN
Extra Clears: EoSD, PCB + Phantasm, IN, MoF, TD, DDC
Phantasmagoria Trues Clears: Standard Regular
Goals: Phantasmagoria Trues Unseen Standard 1cc, MoF XNM, MoF XNF

Shadow

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #963 on: January 27, 2014, 10:44:40 PM »
First and foremost, you want to first retrieve the object shot's ID so you can manipulate it. You can do this by:

Code: [Select]
let obj = ObjShot_Create(OBJ_SHOT);
This declares a variable named "obj", with the object shot's ID stored in it. This is so you can manipulate it in any way you want in the same scope you are creating it. Now, there is a second problem--"ObjRender" functions only affect sprites or other graphical objects; you are by no means actually setting the bullet's position to the boss' x and y coordinates and having it aim at the player. You do this with ObjMove functions. Taking all of this into account, you have:

Code: [Select]
ObjMove_SetPosition(obj,bossX,bossY,0);
ObjMove_SetAngle(obj,GetAngleToPlayer(bossObj));
ObjMove_SetSpeed(obj,3);
ObjShot_SetGraphic(obj,54);
ObjShot_Regist(obj);

This should create your object bullet (I gave it an arbitrary speed).

If you completely new to Danmakufu, I would suggest experimenting with CreateShotA first before delving into object bullets, though. From the looks of it, you can do the exact same thing you want using CreateShotA1 with the correct parameters.

Sage Ω (Ultima)

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #964 on: January 27, 2014, 11:15:46 PM »
Since an object bullet is basically CreateShotA1 but broken down into parts you can use

let obj = CreateShotA1(...); and use functions like ObjMove_ functions and ObjRender_ functions respectively.

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #965 on: January 28, 2014, 02:27:32 AM »
I forgot to mention when I was making this object that I intended to reflect it, which I've gotten to work for the most part. But when I run my current code, it has a delay on the second object, and when I have the while loops separate from the object creation blocks entirely, the second object won't reflect. Here's what I've got so far:

task bounceFire {     
   let shot1 = ObjShot_Create(OBJ_SHOT);
   ObjShot_Regist(shot1);
   ObjMove_SetPosition(shot1,bossX,bossY);
   ObjMove_SetAngle(shot1,rand(30,60));
   ObjMove_SetSpeed(shot1,4);
   ObjShot_SetGraphic(shot1,54);
   
   while(!Obj_IsDeleted(shot1)) {
      if(ObjMove_GetX(shot1) > 386) {
         ObjMove_SetAngle(shot1,180-ObjMove_GetAngle(shot1));
      }
      yield;
   }
   
   let shot2 = ObjShot_Create(OBJ_SHOT);
   ObjShot_Regist(shot2);
   ObjMove_SetPosition(shot2,bossX,bossY);
   ObjMove_SetAngle(shot2,rand(120,150));
   ObjMove_SetSpeed(shot2,4);
   ObjShot_SetGraphic(shot2,54);
   
   while(!Obj_IsDeleted(shot2)) {
      if(ObjMove_GetX(shot2) < 0) {
         ObjMove_SetAngle(shot2,180-ObjMove_GetAngle(shot2));
      }
      yield;
   }
}
Normal 1cc's: LLS, MS, EoSD, PCB, IN, MoF, SA, UFO, TD, DDC
Hard 1cc's: EoSD, PCB, IN
Extra Clears: EoSD, PCB + Phantasm, IN, MoF, TD, DDC
Phantasmagoria Trues Clears: Standard Regular
Goals: Phantasmagoria Trues Unseen Standard 1cc, MoF XNM, MoF XNF

Sage Ω (Ultima)

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #966 on: January 28, 2014, 07:18:58 AM »
The second object doesn't reflect because it doesn't exist. It doesn't exist because while loops and any kind of loop command repeats either for a set number of times (times() loop()) infinitely (loop{} @MainLoop{}) or while conditions are met aka "while" loops, when you use these commands it repeats whatever is inside of it until conditions are no longer met. This rule also applies to ascent/descent as well.

So with you're current code set up the second object isn't even spawned until after the first bullet has been deleted according to the while loop you have set. I don't exactly see the purpose in creating two objects bullets on top of each other with different reflecting rules, you can just merge it together as one bullet so eliminate unnecessary lag. If anything you can easily separate the two bullets into different tasks but again unnecessary.

Drake

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #967 on: January 28, 2014, 08:12:47 AM »
Yes, you're currently telling it to fire the first bullet, then wait until it's deleted, then fire the second bullet.

Code: [Select]
task bounceFire(angle){     
   let shot1 = ObjShot_Create(OBJ_SHOT);
   ObjShot_Regist(shot1);
   ObjMove_SetPosition(shot1,bossX,bossY);
   ObjMove_SetAngle(shot1,angle);
   ObjMove_SetSpeed(shot1,4);
   ObjShot_SetGraphic(shot1,54);
   
   while(ObjMove_GetX(shot1) <= 386 && ObjMove_GetX(shot1) >= 0) {
      yield;
   }
   ObjMove_SetAngle(shot1,180-ObjMove_GetAngle(shot1));
}

With something like this you just need to specify the initial firing angle, as said, there's no need to make two different bullets for it.
Also I hope you can see what I did with the while loop.

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (latest version pre2x)
« Reply #968 on: January 28, 2014, 11:52:49 AM »
Oh, that makes sense. Thanks!
Normal 1cc's: LLS, MS, EoSD, PCB, IN, MoF, SA, UFO, TD, DDC
Hard 1cc's: EoSD, PCB, IN
Extra Clears: EoSD, PCB + Phantasm, IN, MoF, TD, DDC
Phantasmagoria Trues Clears: Standard Regular
Goals: Phantasmagoria Trues Unseen Standard 1cc, MoF XNM, MoF XNF

Sparen

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #969 on: February 03, 2014, 09:42:04 PM »
So, I'm finally working on an actual stage, and I've come to the quick realization that Danmakufu apparently no longer has ways to create enemies from files like in 0.12m.

I've checked around, but the only method that I can understand is Ozzy's, which involves loading a script, notifying that script's @Event, and using nested tasks in order to create enemies.

Is there a method that does not involve nested tasks? Preferably, is there a method that allows you to store individual enemy data in separate files and then load them into a stage script?

Thank you.

Validon98

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #970 on: February 03, 2014, 09:58:19 PM »
Well I'm utterly confused. I went and I used a functional test spell as a template for making other spell cards. However, another spell with nearly the same commands refuses to outright work, and although I've pinpointed the probelm to originating in the TShot task, I have no idea why it freezes up and fails to work in the new card when it works fine in the first. Here are the TShots in the original and new files.

Original:
Code: [Select]
task TShot
{
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
let angle = 0;
while(angle<360)
{
if(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0){return;}
let obj = CreateShotA2(ex, ey, 3, angle, 0, 0, DS_SCALE_GREEN, 0);//弾を発射
ObjMove_AddPatternA4(obj, 60, 4, 0, 0, 0, 0, GetPlayerObjectID, DS_SCALE_RED);
angle += 10;
}

loop(60){yield;}
}

New:
Code: [Select]
task TShot
{
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
//let px = GetPlayerX;
//let py = GetPlayerY;
let angle = 0;
let radius = 60;
let sx = 0;
let sy = 0;
//while(angle<360)
//{
//if(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0){return;}
//px = GetPlayerX;
//py = GetPlayerY;
//sx = px+radius*sin(angle);
//sy = py+radius*cos(angle);
//let obj = CreateShotA2(sx, sy, 3, angle, 0, 0, DS_ICE_SKY, 0);
//angle += 120;
//}
//The below serves as an example of a shot, use whatever code is really needed. Use additional tasks if needed.
while(angle<360)
{
if(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0){return;}
let obj = CreateShotA2(ex, ey, 3, angle, 0, 0, DS_SCALE_GREEN, 0);//弾を発射
ObjMove_AddPatternA4(obj, 60, 4, 0, 0, 0, 0, GetPlayerObjectID, DS_SCALE_RED);
angle += 10;
}

loop(60){yield;}
}

The commented out part is the actual code for what I want to do, but I commented it out to test the original pattern the file was based off of.

EDIT: Never mind, my problem was in the TWork task and not putting a yield where it belonged.
« Last Edit: February 03, 2014, 10:08:10 PM by Validon98 »
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Sparen

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #971 on: February 03, 2014, 10:05:41 PM »
Well I'm utterly confused. I went and I used a functional test spell as a template for making other spell cards. However, another spell with nearly the same commands refuses to outright work, and although I've pinpointed the probelm to originating in the TShot task, I have no idea why it freezes up and fails to work in the new card when it works fine in the first. Here are the TShots in the original and new files.
Code: [Select]
task TShot
{//New code
}

The commented out part is the actual code for what I want to do, but I commented it out to test the original pattern the file was based off of.

Is there an error message? Also,

   while(angle<360)
   {   
      if(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0){return;}
      let obj = CreateShotA2(ex, ey, 3, angle, 0, 0, DS_SCALE_GREEN, 0);//弾を発射
      ObjMove_AddPatternA4(obj, 60, 4, 0, 0, 0, 0, GetPlayerObjectID, DS_SCALE_RED);
      angle += 10;
   }

is the same thing as

    loop(36){
      if(ObjEnemy_GetInfo(objEnemy, INFO_LIFE) <= 0){return;}
      let obj = CreateShotA2(ex, ey, 3, angle, 0, 0, DS_SCALE_GREEN, 0);//弾を発射
      ObjMove_AddPatternA4(obj, 60, 4, 0, 0, 0, 0, GetPlayerObjectID, DS_SCALE_RED);
      angle += 10;
    }

It will spawn a ring of 36 shots all at once. I don't know why you're using a while loop. Also, get rid of the Japanese; some scripts have bugs when you have Japanese characters in them.

Validon98

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #972 on: February 03, 2014, 11:37:28 PM »
Quote
EDIT: Never mind, my problem was in the TWork task and not putting a yield where it belonged.

But thanks anyways. Also I just used a while loop because I'm so used to them. I forgot a for() loop can do the same thing in this case. :V
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Sparen

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #973 on: February 04, 2014, 09:10:06 PM »
But thanks anyways. Also I just used a while loop because I'm so used to them. I forgot a for() loop can do the same thing in this case. :V

Uh... for loops? They sort of don't exist in Danmakufu as far as I know...

P.S. Regarding stage enemies, I managed to do them in a neat and concise way that resembles rather unsightly ports from 0.12m to ph3.

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #974 on: February 05, 2014, 07:45:33 PM »
Is there a way to make a texture on a mesh scroll by constantly offsetting it?

Sage Ω (Ultima)

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #975 on: February 05, 2014, 08:10:41 PM »
No, because the texture is preset and danmakufu's texture manager just reads the data set by Meta or Elfriena(which ever one you use). Unless you wanna take a shot at using Primitive3D objects to recreate the mesh it is impossible and something you can request mkm to add because ph3 would litterally have to have the ability to set materials and such, in others the danmaku engine would be a 3D game engine.

KuroArashi100

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #976 on: February 10, 2014, 07:08:24 PM »
So, I'd like someone else to look at something that has been confusing me for a while.
I'm currently trying to make a spellcard history thingy, and pretty much everything is going according to plan, everything shows up, the number of captured spells increases, the number of total attempts increases etc.

The one thing that doesn't work however, is when I fail at a spellcard, it won't always recognize that, and sometimes it actually counts the failed spellcard as a captured one.
After some testing, I think I found the error, I just don't understand what's going wrong.

For reference, I'm calling the objects and setting up the commondata at the start of the task, then I use an while(!Obj_IsDeleted(objBoss)) for placements and such, and I placed an if statement to check if the amount of bombs used/lives lost is larger than zero. This makes a variable turn from true to false, and after the boss is deleted, if the variable is true, one is added to the commondata that stores the total amount of captures.
Code: [Select]
if(ObjEnemyBossScene_GetInfo(objScene, INFO_PLAYER_SPELL_COUNT) > 0 || ObjEnemyBossScene_GetInfo(objScene, INFO_PLAYER_SHOOTDOWN_COUNT > 0)){
get = false;
}
Drawing the get variable on the screen reveals that it only checks for possible bombs used, and not for lives lost, and vice-versa if I swap the two statements.
I don't really get why it doesn't check for both - can someone else shed some light on this if they know about it?

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #977 on: February 10, 2014, 07:31:42 PM »
Time to feel very silly:
if(ObjEnemyBossScene_GetInfo(objScene, INFO_PLAYER_SPELL_COUNT) > 0 || ObjEnemyBossScene_GetInfo(objScene, INFO_PLAYER_SHOOTDOWN_COUNT) > 0)

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

KuroArashi100

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #978 on: February 10, 2014, 08:20:16 PM »
... Oops. Yep, that is a pretty stupid mistake. It seems like I have a much harder time finding those than other errors. :)
But thanks anyway, because if I hadn't gotten the answer, I would be looking at this same piece of code for the next few weeks.

Drake

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #979 on: February 10, 2014, 11:58:50 PM »
Do you use a text editor that has bracket matching? Because it's extremely helpful to have, as you can imagine.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

KuroArashi100

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #980 on: February 11, 2014, 07:27:29 AM »
Yes I do, I'm currently using Sublime Text 2 because my eyes get less tired because of the dark background.
I use the bracket matching quite a lot, so that isn't really the problem. I haven't really figured out why these errors leave me stumped so much; I just seem to read over them. I usually have much less trouble finding other problems.

Validon98

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #981 on: February 12, 2014, 02:33:46 PM »
Hurking over something that's probably just me derping somewhere, but nevertheless...
Essentially, I'm trying to get lasers to rotate around a static point (think Youkai Polygraph), but the lasers kinda refuse to rotate. I got them to be able to rotate before when they were spawned one at a time and within the while loop in the TWork, but for no apparent reason they won't work if they are simply spawned outside of that loop. I'm confused.

TWork and TShot for reference:

Code: [Select]
task TWork
{
//The below cut in function should be changed when needed.
cutin(KANAKO,rumiaCutIn,0,0,687,1000);

let cx = GetStgFrameWidth() / 2;
let cy = GetStgFrameHeight() / 2;
ObjMove_SetDestAtFrame(objEnemy, cx, cy, 60);

let objScene = GetEnemyBossSceneObjectID();
ObjEnemyBossScene_StartSpell(objScene);

//The below is for the delay between the cut in and when bullets start spawning.
loop(120){yield;}

TShot;

//The below will contain all of the tasks needed for the shots.
while(!Obj_IsDeleted(objEnemy))
{
loop(60){yield;}
}
}

Code: [Select]
task TShot
{
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
let counter = 0;
let angle = 0;
let angle2 = 60;
let angle3 = 120;
let angle4 = 180;
let angle5 = 240;
let angle6 = 300;

let obj = CreateStraightLaserA1(ex,ey,angle,500,50,2700,DS_BEAM_BLUE,30);
let obj2 = CreateStraightLaserA1(ex,ey,angle2,500,50,2700,DS_BEAM_BLUE,30);
let obj3 = CreateStraightLaserA1(ex,ey,angle3,500,50,2700,DS_BEAM_BLUE,30);
let obj4 = CreateStraightLaserA1(ex,ey,angle4,500,50,2700,DS_BEAM_BLUE,30);
let obj5 = CreateStraightLaserA1(ex,ey,angle5,500,50,2700,DS_BEAM_BLUE,30);
let obj6 = CreateStraightLaserA1(ex,ey,angle6,500,50,2700,DS_BEAM_BLUE,30);

loop(2700)
{
angle--;
angle2--;
angle3--;
angle4--;
angle5--;
angle6--;
ObjStLaser_SetAngle(obj, angle);
ObjStLaser_SetAngle(obj2, angle2);
ObjStLaser_SetAngle(obj3, angle3);
ObjStLaser_SetAngle(obj4, angle4);
ObjStLaser_SetAngle(obj5, angle5);
ObjStLaser_SetAngle(obj6, angle6);

}

yield;
}
Derping at Touhou since June 2012, derping at RPing Touhou since Feburary 2013.

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Sage Ω (Ultima)

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  • ??? X
Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #982 on: February 12, 2014, 02:53:04 PM »
it doesn't work because there is no yield within the loop so as soon as the task is called it has already finished moving the lasers. classic case of not having your yields in the right place. There's also no need to have so many variables when you can use an array.

Here's a shortened version of the task that is cleaner and easier to manage. I also suggest making a function to get the x and y of the boss.
Code: [Select]
task TShot
{
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
let counter = 0;
let angle = 0;

let obj = [
        CreateStraightLaserA1(ex,ey,angle,500,50,2700,DS_BEAM_BLUE,30),
        CreateStraightLaserA1(ex,ey,angle,500,50,2700,DS_BEAM_BLUE,30),
        CreateStraightLaserA1(ex,ey,angle,500,50,2700,DS_BEAM_BLUE,30),
        CreateStraightLaserA1(ex,ey,angle,500,50,2700,DS_BEAM_BLUE,30),
        CreateStraightLaserA1(ex,ey,angle,500,50,2700,DS_BEAM_BLUE,30),
        CreateStraightLaserA1(ex,ey,angle,500,50,2700,DS_BEAM_BLUE,30)
        ];

        ascent(i in 0..length(obj)){
        ObjStLaser_SetAngle(obj[i], angle);
        angle+=360/6;
        }

loop(2700)
        {
        ascent(i in 0..length(obj)){
        ObjStLaser_SetAngle(obj[i], angle);
        }
        angle--;
        yield;
        }


}

Validon98

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #983 on: February 12, 2014, 03:12:49 PM »
Of course it was a yield; problem! It seems to be a recurring problem with me. :V
Also I can't believe I forgot arrays were a thing either. Well, I'll have to remember this for later for if I need to do similar things in the future! ^^;
Derping at Touhou since June 2012, derping at RPing Touhou since Feburary 2013.

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #984 on: February 14, 2014, 07:58:11 PM »
I can't seem to load custom shot data... I use the default and it works fine but when I try loading custom data it doesn't load.

LoadEnemyShotData(GetCurrentScriptDirectory ~ "ShotData.txp");
(The .txp is intentional, that's the actual extension)
I have this under @Initialize but my shots disappear when I do this.

Sparen

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #985 on: February 14, 2014, 11:16:41 PM »
I can't seem to load custom shot data... I use the default and it works fine but when I try loading custom data it doesn't load.

LoadEnemyShotData(GetCurrentScriptDirectory ~ "ShotData.txp");
(The .txp is intentional, that's the actual extension)
I have this under @Initialize but my shots disappear when I do this.

Are you loading the texture as well as the shot data?

Sage Ω (Ultima)

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #986 on: February 14, 2014, 11:39:03 PM »
I can't seem to load custom shot data... I use the default and it works fine but when I try loading custom data it doesn't load.

LoadEnemyShotData(GetCurrentScriptDirectory ~ "ShotData.txp");
(The .txp is intentional, that's the actual extension)
I have this under @Initialize but my shots disappear when I do this.

check that the path for the shotsheet is correct, make sure the path of the image for the shotsheet is also correct.

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #987 on: February 15, 2014, 05:37:07 AM »
Are you loading the texture as well as the shot data?
I referenced the image in the shot data is this how you do it?
shot_image = GetCurrentScriptDirectory ~ "ShotIndex.png";
Do I load the graphic in the script or is this enough...

Sage Ω (Ultima)

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Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #988 on: February 15, 2014, 02:14:45 PM »
you can't use functions inside of shotsheets. "./" is the same as GetCurrentScriptDirectory~"/" you also can't use semicolons either.

so in your case you would use shot_image = "./ShotIndex.png"

Re: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (version .1 pre something)
« Reply #989 on: February 15, 2014, 09:30:53 PM »
you can't use functions inside of shotsheets. "./" is the same as GetCurrentScriptDirectory~"/" you also can't use semicolons either.

so in your case you would use shot_image = "./ShotIndex.png"
I'm not at my computer right now but I'm going to assume that is the problem... Thank you!