How would one make a move where your character charges forward with its sword and tries to impale the opponent. If the move is blocked or dodged obvoiously it wont work. But if it connects the opponent is tossed overhead. This would be sort of a throw but the impale move would actually hit and do damage and be what determined whether the throw happened. I wouldn't call it a grab attempt like in smash brothers. What kinds of things might one use for determing whether the move hits or not as far as the states go?
Use movehit for when all conditions in which the move actually hits. Use moveguarded if the move is guarded. It's a really basic question that could easily be studied beforehand in the documentations that come with MUGEN as well as studying KFM's cliffnotes in his coding. Use a combination of changestates and targetstates that distinguish if the target is hit or not.
This is a throw. The animation is different and it has a velocity. Other than that it will act the same. You can just use the hitdef to send P1 and P2 to the states they need. Using a changestate and a targetstate watching if movehit or moveguarded is better for some reason... I think. I always just use the hitdef method. Just set the damage in the hitdef to what you want.
So using the throw creator, it only has the ability to flip p2 horizontally. What if one wants to flip upside down? Or turn it sideways?
Edit the animation in the air file... I like to use onion skin in the animations to align my sprites. Makes it easier for me
Where the character being thrown is, I would like to flip him upside down on this animation. I can flip him horizontally with the "Flip H" in the bottom corner but thats it. Maybe now I'm making sense.
We understand it, but there is no option to flip vertically in the throw creator. What Odb said is you need to flip it in the AIR file. Look at the pic he posted.
No, never edit P2's files unless there's a specific problem. Use onion skin to help align your sprites. Like how I have the grey Ryu in the BG. You will use ChangeAnim and ChangeAnim2 in your state and custom state.
So, in your example your using 5012. Won't you have to change it and turn it back to its original state after flipping it? Otherwise, whenever your characters takes a "Stand/Air Hit low hard" your character is going to flip upside down.
When you're making a throw, usually you create 2 animations, one for your character and one for the opponent, but both of them in YOUR AIR file. Using ChangeAnim2 will make the opponent display the animation in your AIR file instead of using one in their own. You're not going to use the default get hit animations, you need to create one for this throw specifically.
eishiba said, August 25, 2019, 03:18:34 pmSo, in your example your using 5012. Won't you have to change it and turn it back to its original state after flipping it? Otherwise, whenever your characters takes a "Stand/Air Hit low hard" your character is going to flip upside down.No, I'm not using Anim 5012. I'm showing sprite 5012,0 in Anim 25479. If you check your character's sprite 5012,0 you'll see it should be in the same position as the Onion Skin. And if you flip it both horizontally and vertically in the anim you should see it looks like my color Ryu. Those reactions dont use 5012,0 either way. Those reactions use the sprites axis'd around the feet. Like DeathScythe alluded to, Animations don't control sprites. They just display them. You can position the sprite any where in the animation, and then position the animation anywhere in game. You seems to be missing some simple understanding of how things work. I'm not knocking you for this. You're just missing 1 piece to the puzzle before everything will click.
So my throw refuses to happen at all. I dont have any errors popping up before testing.[Statedef 770]type = Smovetype= Aphysics = Njuggle = 0velset = 0anim = 770[State 770, 1]type = HitDeftrigger1 = time = 0attr = S, NThitflag = Mpriority = 1, Misssparkno = -1p1stateno = 775p2stateno = 780[State 770, 2]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;-----------------------------------------------[Statedef 775]type = Smovetype= Aphysics = Nanim = 775poweradd = 60[State 775, Bind 1]type = TargetBindtrigger1 = AnimElem = 1pos = 96.0, -3.5[State 775, Bind 2]type = TargetBindtrigger1 = AnimElem = 2pos = 54.0, 44.0[State 775, Bind 3]type = TargetBindtrigger1 = AnimElem = 3pos = 68.5, -54.0[State 775, Bind 4]type = TargetBindtrigger1 = AnimElem = 4pos = -82.0, -59.0[State 775, Hurt]type = TargetLifeAddtrigger1 = AnimElem = 4value = -78[State 775, Throw]type = TargetStatetrigger1 = AnimElem = 4value = 21[State 775, State End]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;---------------------------------------[Statedef 780]type = Amovetype = Hphysics = Nvelset = 0,0[State 780, 1]type = ChangeAnim2trigger1 = Time = 0value = 780[State 780, 1] ;Gravitytype = VelAddtrigger1 = 1y = .4[State 780, 2] ; Recover near ground (use ChangeState)type = ChangeStatetriggerall = Vel Y > 0triggerall = Pos Y >= -20triggerall = alivetriggerall = CanRecovertrigger1 = Command = "recovery"value = 5200 ;HITFALL_RECOVER[State 780, 3] ; Recover in mid air (use SelfState)type = SelfStatetriggerall = Vel Y > 0triggerall = alivetriggerall = CanRecovertrigger1 = Command = "recovery"value = 5210 ;HITFALL_AIRRECOVER[State 780, 4] ;Hit groundtype = SelfStatetrigger1 = Vel Y > 0trigger1 = Pos Y >= 0value = 5100 ;Hit ground
Are you saying you don't enter State 770 at all? If you do, but no matter what, it wont connect to P2, You may need to edit more info into your hitdef. Mugen is weird with some of the things that can make it not work properly.
Yes it doesnt do anything. I have played with quite a few different areas but nothing seems to work. Its set up like the first throw I made as far as the first statedef goes. P1 and P2 statedefs are different though.
Cyanide said, September 22, 2019, 10:23:32 pmStill needz to hit. Your red clsns touch p2s blue clsns?Yes I have hit boxes on both p1 and p2. Kung fu man is taller than my character so its not missing over his head or anything. The only thing that happens when I hold foreward and C is the character goes into its 0,0 state for a tick. He isnt frozen or anything. Something is trying to happen. I dont see anywhere where I put in my states to go into 0,0.
Cyanide said, September 24, 2019, 08:58:03 amCan we see the changestate in the cmd? Are you also able to supply anim 770 in text form?[Statedef 770]type = Smovetype = Aphysics = Njuggle = 0poweradd = 30ctrl = 0velset = 0,0anim = 770sprpriority = 1[State 770, 0]type = HitDeftrigger1 = AnimElem = 1attr = S, NTdamage = 7hitflag = Mpausetime = 0,0sparkno = -1p1sprpriority = 0hitsound = 1,1guardsound =1,1ground.type = Highp1stateno = 775p2stateno = 780[State 770, 1]type = ChangeStatetrigger1 = AnimTime = 0Value = 0ctrl = 1;------------------[Statedef 775]type = Smovetype= Aphysics = Sanim = 775poweradd = 6[State 775, 0]type = HitDeftrigger1 = time = 0attr = S, NTdamage = 6hitflag = Mpausetime = 0,0sparkno = -1p1sprpriority = 1hitsound = 1,1ground.type = High[State 775, Bind 1]type = TargetBindtrigger1 = AnimElem = 1pos = 96.0, -3.5[State 775, Bind 2]type = TargetBindtrigger1 = AnimElem = 2pos = 54.0, 44.0[State 775, Bind 3]type = TargetBindtrigger1 = AnimElem = 3pos = 68.5, -54.0[State 775, Bind 4]type = TargetBindtrigger1 = AnimElem = 4pos = -82.0, -59.0[State 775, Hurt]type = TargetLifeAddtrigger1 = AnimElem = 4value = -78[State 775, Throw]type = TargetStatetrigger1 = AnimElem = 4value = 21[State 775, State End]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;----------------[Statedef 780]type = Sphysics = Nmovetype = Hvelset = 0,0ctrl = 0[State 780, Anim]type = ChangeAnim2trigger1 = time = 0value = 780[Statedef 780]type = Aphysics = Amovetype = Hvelset = 5,-8[State 780, Fall]type = selfstatetrigger1 = Pos Y >= -30value = 5050
Code: [Statedef 780]type = Sphysics = Nmovetype = Hvelset = 0,0ctrl = 0 [Statedef 780]type = Aphysics = Amovetype = Hvelset = 5,-8 Pick one. Other than that, the only thing I could think of is that you have a hitdef in 775. But it's in the middle of the throw so you shouldn't NEED that. At the same time, I do have throws that have attacks in the middle of it in case P4 is trying to mess with P1. You might need to change [State 770, 0]type = HitDeftrigger1 = AnimElem = 1to trigger1 = time = 0just so you know it's hitting. You can also copy and paste a regular hitdef out of a basic attack to see if the move hits. Also[State 780, Fall]type = selfstatetrigger1 = Pos Y >= -30value = 5050 0 >= -30. So it'd seem like you'd instantly switch. Set that to a time =
None of those seems to help. So I decided to model my throw attempt after my first throw I made and made it two sprites long instead of one and it worked. I have no idea why. >.<I changed some things. Mainly with the target bind and during the 4th targetbind, p2 is no where to be found. After the throw the character ends in the air in one of the 5000 animations. I can't hit the character out of the air either. Also, I see a rotate option in under the sprites drop down but its unselectable.I know you can flip your p2 upside down and horizontally but what if one wanted to turn p2 sideways? I tried changing the angle of the p2 sprites but during the throw it doesnt register. I don't think this is where ChangeAnim2 comes into play is it?[Statedef 770]type = Smovetype = Aphysics = Njuggle = 0poweradd = 30ctrl = 0velset = 0,0anim = 770sprpriority = 1[State 770, 0]type = HitDeftrigger1 = AnimElem = 1attr = S, NTdamage = 7hitflag = Mpausetime = 0,0sparkno = -1p1sprpriority = 0hitsound = 1,1guardsound =1,1ground.type = Highp1stateno = 775p2stateno = 780[State 770, 1]type = ChangeStatetrigger1 = AnimTime = 0Value = 0ctrl = 1;------------------[Statedef 775]type = Smovetype= Aphysics = Sanim = 775poweradd = 6[State 775, 0]type = HitDeftrigger1 = time = 0attr = S, NTdamage = 6hitflag = Mpausetime = 0,0sparkno = -1p1sprpriority = 1hitsound = 1,1ground.type = High[State 775, Bind 1]type = TargetBindtrigger1 = AnimElem = 1pos = 89.5, -8[State 775, Bind 2]type = TargetBindtrigger1 = AnimElem = 2pos = 55, 41.5[State 775, Bind 3]type = TargetBindtrigger1 = AnimElem = 3pos = 70, -57[State 775, Bind 4]type = TargetBindtrigger1 = AnimElem = 4pos = -52.5, -140[State 775, Turn]type = turntrigger1 = AnimTime = 0[State 775, Hurt]type = TargetLifeAddtrigger1 = AnimElem = 4value = -78[State 775, Throw]type = TargetStatetrigger1 = AnimElem = 4value = 21[State 775, State End]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;----------------[Statedef 780]type = Sphysics = Nmovetype = Hvelset = 0,0ctrl = 0[State 780, Anim]type = ChangeAnim2trigger1 = time = 0value = 780[Statedef 780]type = Aphysics = Amovetype = Hvelset = 5,-8[State 780, Fall]type = selfstatetrigger1 = time = 0value = 5050ctrl= 1
You can use FF3 to flip the sprites horizontally. You can also use Turn. ChangeAnim2 is explained in the Mugen Class.