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Character floating after hitting (Read 3289 times)

Started by extravagant, August 18, 2019, 01:47:48 am
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Character floating after hitting
#1  August 18, 2019, 01:47:48 am
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For some reason, my character will float after he does a special kick. It's basically Holding fwd + roundhouse kick like some sort of SNK style normals. However for some reason, after I do the kick my character will just float up. For no reason at all and I don't know what it is. I usually have to jump back down in order to get back on the ground but it looks really tacky. Any ideas? I'll post the code here:

Here's a video illustrating the issues
https://youtu.be/n63XfpIYxZc

There's a second issue in the video too. For some reason there is a projectile glitch when it faces any ground projectiles that are similar to a Reppuken.

Quote
; Standing Fwd Heavy Kick (Sidekick)
[Statedef 305]
type = S
movetype = A
physics = S
juggle = 8
velset = 0,0
ctrl = 0
anim = 305
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 901,1]
type = posadd
trigger1 = AnimElem = 1
x = 16

[State 305]
type = VelSet
trigger1 = AnimElem = 1
x = 10

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 5
channel = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, (random%2)+var(12)+1
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 305, 1]
type = Hitdef
trigger1 = AnimElem = 2
attr = S, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = ceil(ifelse((ifelse(var(12),77,84)*fvar(10))<7,7,(ifelse(var(12),77,84)*fvar(10))))
pausetime = ceil(13*(2-(var(16)>0))/2),ceil(13*(2-(var(16)>0))/2)
guard.pausetime = ceil(13*(2-(var(16)>0))/2),ceil(12*(2-(var(16)>0))/2)
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -10, -44
hitsound = S2, 5
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17+(var(41)*4)
ground.hittime = 25+(var(41)*4)
air.hittime = 17+(var(41)*4)
guard.ctrltime = 17
ground.velocity = -11*(2-(var(16)>0))/2
guard.velocity = -8.5*(2-(var(16)>0))/2
air.velocity = -4, -5.25
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -14*(2-(var(16)>0))/2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = ifelse(var(17),70,214)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
persistent = 0
air.fall = 1
envshake.time = 8
envshake.ampl = 2
envshake.freq = 90
fall.envshake.time = 10
fall.envshake.ampl = 3
fall.envshake.freq = 120
fall.recover = !var(16)
air.recover = !var(16)
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
yaccel = .5
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(39) = -67

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Last Edit: August 19, 2019, 04:09:12 am by extravagant
Re: Character floating after hitting
#2  August 18, 2019, 12:31:25 pm
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Massive tip for videos. Do them in training and just show the problem. You displayed it once there in a minute while mbison wailed on you.

Nothing in the code of that attack does what you see on screen. However your faulty helper does rebind to your foot and then you go upwards. This leads me to believe state -2 is involved. Turn on debug with ctrl +d and take some screenshots for us. Of your character and also press it a few more times to grab that floaty helper as well. Maybe you'll figure it out when you find out what state the helper is using.

And just for a double reminder. Training mode. You do NOT want p2 interfering with troubleshooting unless its ai.


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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: Character floating after hitting
#3  August 19, 2019, 12:30:57 am
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I dont see anything in the state that would cause the character to rise like that.
You might want to comment out all of your "cornerpush"s. I think that's the only thing that would affect P1.

The arrow isn't being destroyed properly. It might be a reversal or a hitoverride that's causing an issue. Use debug and expect some flood.
If you do have a video like this, tell us the time to watch. 0:48 for example.

You can set up Fighter Factory 3 to launch a training arena against yourself for testing. Makes coding waaay easier.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Character floating after hitting
#4  August 19, 2019, 01:08:46 am
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The arrow issue was fixed last night when I got some help from Nep Heart. Now I just need to fix this floaty issue. Here's some screenshots of the during the kick and after the kick. Definitely after the the active frame of the red CLSN, she starts floating. What's weird here is that right after the red CLSN's active frame (AnimElem 2) I heard a sound of her jumping up. This makes no sense, I dont know why she would jump up after like that. But yeah, I heard a jump up sound.

edit: for some reason there's a suspicious looking small red CLSN that I did not put there near the bow in the screenshots. Why is that there? It's not in the animation file at all I dont see it there, but for some reason in the game when she does the kick there's this extra red CLSN there. Maybe that could be a culprit!



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Last Edit: August 19, 2019, 01:30:44 am by extravagant
Re: Character floating after hitting
#5  August 19, 2019, 07:07:44 pm
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Is this topic solved?
vVv Ryuko718 Updated 10/31/22 vVv