Maidens of the Kaleidoscope
~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: TheMasterSpark on December 10, 2009, 07:21:32 PM
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Hello,
I've run into a little snag when it comes to creating custom-skinned bullets. To be honest, I've only been fiddling with Danmakufu since this past Tuesday and I'm pretty green to programming overall. I am a fast learner, however. ;)
Anyway, I've gotten off the ground thanks to the various tutorials found here and also by looking at one of Helepolis' scripts which I have in my possession. He's used a variety of custom bullets and have them all listed in a .txt file which I pretty much swiped right into my own systems folder.
Here's how my system folder looks right now.
http://img341.imageshack.us/i/systemfolder.jpg/ (http://img341.imageshack.us/i/systemfolder.jpg/)
Here's how the supershot2 file identifies Shikieiki's tags/sticks/whatevers, which are the ones I want to use.
http://img27.imageshack.us/i/shotdata.jpg/ (http://img27.imageshack.us/i/shotdata.jpg/)
Here's how the top of my own trial script looks like.
http://img13.imageshack.us/i/trialbulletstop.jpg/ (http://img13.imageshack.us/i/trialbulletstop.jpg/)
Here's the Fire task.
http://img191.imageshack.us/i/trialbulletsfire.jpg/ (http://img191.imageshack.us/i/trialbulletsfire.jpg/)
The script won't freeze when I run it like this but Cirno won't be shooting any bullets at me. The only thing that shows is this little firing flash every 60 frames.
http://img341.imageshack.us/i/cirnoflash.jpg/ (http://img341.imageshack.us/i/cirnoflash.jpg/)
The page about user-defined bullets on the wiki showed an example where CreateShot01 was used instead of A but it yielded the same results to me. It seems that the graphics for the shot won't load correctly. What else do I need to do more than assigning the shot the proper ID from the supershot2 file?
I'd be very happy for a little walkthrough with this. Please. :)
Oh and also, I hope that you won't feel bummed about me stealing your files, Helepolis. :)
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Few things. First, please post questions in the Danmakufu Q&A thread (http://www.shrinemaiden.org/forum/index.php?topic=3218.0) from now on. Secondly, when you post a script for troubleshooting, please actually post the whole script. Third, in @Initialize, do you have LoadUserShotData(ShotData);? Fourth, even if you had LoadUseShotData, you're shooting a bullet with the ID "65" (the last parameter of SetShotDataA). There is no bullet 65. You probably meant to put 255 for the last parameter of SetShotDataA, which is graphic. The second last parameter of SetShotDataA is maximum velocity, not graphic. Delay is the last parameter of CreateShotA, and is never called again. If you want something to "delay movement" (move after a set period of time, which my guess is you want it to move after 65 frames, perhaps), then you'll use the second parameter of SetShotDataA, which is the action delay. Failing all that, post the whole script. Hopefully I've hit the problem, though...
Edit: Oh yeah, welcome to RG.
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Oh,
I'm sorry for any inconvenience I might've caused.
Anyway, your advice solved the problem post haste. I had not put the loading value into @initialize (which I did have my suspicions about - I had given the ShotData variable a value, yet I wasn't actually calling on it). Secondly, I must've had a brainfart in regards to SetShotDataA. With the changes you proposed it works without a hitch.
Thanks. :)
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<3