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How to get helpers to act like projectiles? (Read 279 times)

Started by DNZRX768, February 20, 2012, 02:51:12 pm
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How to get helpers to act like projectiles?
#1  February 20, 2012, 02:51:12 pm
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I know this was asked before, but I can't remember if the question was answered properly.

I was wondering how to make the helpers to disappear when it hits something (another projectile, attack, or the target itself).

Because my current coding seem to make the helpers disappear if they hit anything else but the target itself.
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Re: How to get helpers to act like projectiles?
#2  February 20, 2012, 08:21:36 pm
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Well, your destroyself should normally work if you have a target, And you generally don't get one if the target is a helper. You then have to have a hitoverride that only applies to projectiles.

What have you actually got so far. I don't want to write loads of stuff and then find out i've repeated what you have.


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Re: How to get helpers to act like projectiles?
#3  February 20, 2012, 10:21:49 pm
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Well, I was planning to use modified coding of Pikachu's Electric Ball Barrage for Boxer's Weight Drop so I can use different objects that are not dependent on Boxer's palettes for the move.

But Pikachu's Electric Ball Barrage needs fixing anyway.

Below is the coding for the helpers of the move, which should behave like projectiles.

Code:
;New Zap shots
[Statedef 9020]
type = A
movetype = A
physics = n
anim = 1111
sprpriority = 3
velset = 1+(random%5), -5-(random%10)

[State 9020, 2]
type = NotHitBy
trigger1 = 1
value = ,AT

[State 9020, 3]
type = trans
trigger1 = 1
trans = add
value = 255

[State 9020, 6]
type = HitDef
trigger1 = time = 0
attr = A, HA
hitflag = MAFD
guardflag = MA
pausetime = 1, 11
priority = 7, Hit
animtype = Hard
damage = 15, 2
sparkno = 3
sparkxy = -5, -34
hitsound = S2, 1
guardsound = 6, 0
ground.type = high
ground.velocity = -1.5
air.type = low
air.velocity = -1.5
air.hittime = 20
down.velocity = -1.5
down.hittime = 20
guard.slidetime = 21
guard.hittime = 21
guard.velocity = -8
fall = 1
air.fall = 1
fall.recover = 0
givepower = 35
getpower = 0
envshake.time = 20
palfx.time = 90
palfx.add = 0,15,75
palfx.color = 0
palfx.invertall = 1
palfx.sinadd=255,255,255,4

[State 9020, 7]
type = ParentVarAdd
trigger1 = MoveHit
v = 11
value = 1

[State 9020, 7a]
type = ParentVarSet
trigger1 = MoveHit
v = 25
value = 2

[State 9020, 8]
type = MoveHitReset
trigger1 = MoveHit

[State 9020: Missed]
type = DestroySelf
trigger1 = Time > 120
trigger2 = MoveContact

Now the helpers did behave like projectiles, except for the fact that they do not disappear when they hit an enemy.
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Re: How to get helpers to act like projectiles?
#4  February 20, 2012, 10:50:03 pm
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Well i imagine that's because of your movehitreset occuring before your destroyself. Remove that.

Next, you have them getting hit by everything that's not a throw, so basic attacks can null them too. And, you have no hitoverride? Why not?


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: How to get helpers to act like projectiles?
New #5  February 21, 2012, 12:33:04 am
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Well i imagine that's because of your movehitreset occuring before your destroyself. Remove that.

Next, you have them getting hit by everything that's not a throw, so basic attacks can null them too. And, you have no hitoverride? Why not?

Done.

Mainly because this move and the code was untouched for at least 2 years and I knew less about MUGEN creation then. That and I really did not know what hitoverride does anyway in the past.

That and I just remember that the coding was ripped off from a character and I really did not know what half of the coding does as well back then.
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Last Edit: February 21, 2012, 12:36:10 am by DNZRX768