DunnerKarl
New member
Juhu, it works! Kratus you are the best. This makes me so happy. I can't thank you enough.@DunnerKarl No problem buddy. Here's the file with the Windows/Linux/Android builds.
Juhu, it works! Kratus you are the best. This makes me so happy. I can't thank you enough.@DunnerKarl No problem buddy. Here's the file with the Windows/Linux/Android builds.
Exactly, this is where the problem is. For flying characters, in addition to theNotice: I have seta 500 to make the Phoenix looks like it's floating. Its auto attack is throwing fireball down within the range and range z
Maybe this one is causing the problem in v4.0
range/rangez, I suggest to fill both rangea/rangeb in order to make a.i. controlled characters targeting opponents above and below.
anim attack1 #GRAB/LONG RANGE CHARGE
range -48 480
rangea -999 999
rangeb -999 999
rangez -48 48
fastattack 1
jugglecost 0
forcedirection 0
otg 1
loop 0
delay 4
offset 158 181
bbox 145 109 24 74
@cmd hitfx "data/sounds/none.wav"
@cmd hole 0
@cmd leaper 0 -1 0
frame data/chars/bosses/jet/sor2/a100.png
frame data/chars/bosses/jet/sor2/a101.png
frame data/chars/bosses/jet/sor2/a100.png
@cmd landFrame 2
frame data/chars/bosses/jet/sor2/a101.png
attack 145 109 40 74 0 0 1 1 0 12
noreflect 1
frame data/chars/bosses/jet/sor2/a100.png
@cmd aniChange 2 openborconstant("ANI_FOLLOW2")
frame data/chars/bosses/jet/sor2/a101.png
Whoa, I added rangea, and rangeb, and it worked! Thank you so much for your helpExactly, this is where the problem is. For flying characters, in addition to therange/rangez, I suggest to fill bothrangea/rangebin order to make a.i. controlled characters targeting opponents above and below.
Considering that the "seta" command also changes your current base, it makes sense if the engine does not identify any opponent if only the X/Z range are declared since it will scan for any entity that is on the same ground as you. If there's some difference between v4 and v3, I think it's not a bug but just requires a more accurate range configuration.
View attachment 10042
Usually I put rangea/rangeb in all my Jet character attacks.
Code:anim attack1 #GRAB/LONG RANGE CHARGE range -48 480 rangea -999 999 rangeb -999 999 rangez -48 48 fastattack 1 jugglecost 0 forcedirection 0 otg 1 loop 0 delay 4 offset 158 181 bbox 145 109 24 74 @cmd hitfx "data/sounds/none.wav" @cmd hole 0 @cmd leaper 0 -1 0 frame data/chars/bosses/jet/sor2/a100.png frame data/chars/bosses/jet/sor2/a101.png frame data/chars/bosses/jet/sor2/a100.png @cmd landFrame 2 frame data/chars/bosses/jet/sor2/a101.png attack 145 109 40 74 0 0 1 1 0 12 noreflect 1 frame data/chars/bosses/jet/sor2/a100.png @cmd aniChange 2 openborconstant("ANI_FOLLOW2") frame data/chars/bosses/jet/sor2/a101.png
If there's some difference between v4 and v3, I think it's not a bug but just requires a more accurate range configuration.
/*
* Other than Min X, default ranges are
* based on jump height or grabdistance.
* This is partially for legacy compatibility.
* It works well enough that beginners won't
* know the difference and advanced creators
* will always want to adjust for their specific
* needs.
*/
const int range_default_grabdistance = (int)newchar->grabdistance / 3;
const int range_default_jumpheight_max = (int)newchar->jumpheight * 20;
const int range_default_jumpheight_min = (int)newchar->jumpheight * 10;
newanim->range = (s_range){
.base = {.max = range_default_jumpheight_max, .min = -range_default_jumpheight_min },
.x = {.max = range_default_jumpheight_max, .min = (newanim->range.x.min) ? newanim->range.x.min : -10 },
.y = {.max = range_default_jumpheight_max, .min = -range_default_jumpheight_min },
.z = {.max = range_default_grabdistance, .min = -range_default_grabdistance }
};
Welcome to the community @DarthMotzkus. I don't handle ports - tagging @SX, @msmalik681, and @Plombo to see if they can offer you an insight.Hi everyone, how can i build it to wii? I'm a bit lost, already cloned the git but everything i tried get errors and messages about sdk. Tried to bash buil-all.sh but no success. Any help?
What os are you building for, windows ?Hi everyone, how can i build it to wii? I'm a bit lost, already cloned the git but everything i tried get errors and messages about sld. Tried to bash build-all.sh but no success. Any help?
I need to build mainly for Wii. Using WSL terminal to do so.What os are you building for, windows ?
oh I could swear we had dropped the Wii port already.Welcome to the community @DarthMotzkus. I don't handle ports - tagging @SX, @msmalik681, and @Plombo to see if they can offer you an insight.
DC
Can you provide the latest port you have for Wii?oh I could swear we had dropped the Wii port already.
oh I could swear we had dropped the Wii port already.
Windows, using Ubuntu via WSL. Is there any guide i could follow?We only dropped the psp port. And sorry what os are you using to build.
Sorry, I don't have a WII and I never cared for that port, honestly. All my games doesn't work on WII, for example.Can you provide the latest port you have for Wii?
Windows, using Ubuntu via WSL. Is there any guide i could follow?
I`m getting this after run .bat:
View attachment 10070
I've tried to build with linux bash build.sh, that's the output:I was afraid of that. We recently had one of the older (and FAR more knowledgeable than myself) devs show up (@SX), and he tried to modernize the compiling. problem is, none of us could ever get it to work even with his help. Supposedly the original batch build would still run as a fallback, but I guess not. I took a bit of time off after the 4.0 release to work on my own projects and haven't messed with it any. I'll have to go in and revert those changes (I'll put them into another branch so they won't be gone), and see if I can get the batch build going again. It won't be this week though, I'm kind of buried in some post grad work ATM.
DC

