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Goro Fatality problem (Read 1460 times)

Started by odinus sinistro, September 02, 2018, 06:10:54 pm
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Goro Fatality problem
#1  September 02, 2018, 06:10:54 pm
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¿alguien x favor q pueda ayudarme?, utilize el code del fatality de sub zero q le arranca la columna y cabeza pero se me duplica.
anybody who can help me?...I use the sub-zero´s fatality code who rips heads and column, but scorpion is duplicated
Last Edit: September 17, 2018, 11:25:32 pm by Odb718
Re: Goro Fatality problem
#2  September 07, 2018, 01:49:21 pm
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It seems like the same animation is being used twice. Edit one of the values for P2. If both change you have a bigger problem. If only the one changes, find the animation you need and use that value. Then change the second value to the animation you want for it.

Also, because you have two animations, make sure only 1 helper is being spawned if you're using helpers. Otherwise you might be seeing explods.
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Re: Goro Fatality problem
#3  September 08, 2018, 05:58:17 am
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thanks for answering
I erasure some codes and it is now


this is the code



;=====================================ARRANCAR MIEMBROS

[Statedef 3000]

type = S

movetype= A

physics = S

juggle = 1

anim = 0

Velset = 0, 0

ctrl = 0


 

[State 430, 31sdaa]

type = changeanim

trigger1 = Time = 45

value = 660



 

[State 22, round hit]

type = EnvShake

trigger1 = animelem = 9

freq = 78

time = 10

ampl = 6

 

[State 810, Bind 7]

type = TargetBind

trigger1 = movehit

pos = 65, 0

 
 


[State 1200, BoltFat]

type = Hitdef

trigger1 = AnimElem = 5

velocity = 8, 0

attr = S, NT

animtype = Hard

air.animtype = Back

air.fall = 1

fall.recover = 0

guardflag = HL

pausetime = 0,0

p2stateno = 3001;6006;6614

guard.sparkno = -1

guardsound = s4,17

ground.type = High

kill = (Var(9) = 0)

fall.kill = (Var(9) = 0)

guard.kill = (Var(9) = 0)

 

[State 200, 7]

type = changestate;Selfstate

trigger1 = AnimTime = 0

trigger1 = anim = 660

value = 0

ctrl = 1


[Statedef 3001];6614

type = S

movetype= H

physics = S

ctrl = 0

velset = 0,0,0

anim = 8184



[State 181, 6]

type = Explod

trigger1 = time = 0

anim = 8183

pos = 0,0

postype = p2

facing = 1

sprpriority = 3

ownpal = 1



[State 9010, 0.1]

type = Sprpriority

trigger1 = time = 30

value >= 4

 

[State 9399, 2]

type = Selfstate

trigger1 = Animtime = 0

value = 6006

 

[State 9399, 3]

type = Lifeadd

trigger1 = Time = 30

Value = -9999

 

[State 5150, 8]

type = NotHitBy

trigger1 = 1

value = SCA

time = 1

ctrl = 1


scoprion animation is that



[Begin Action 8183]
Clsn2: 1
  Clsn2[0] = 80, -140, 139, 11
4200,0, 0,0, 5

Clsn2: 1
  Clsn2[0] = 50, -140, 77, -17
4200,1, 0,0, 5

Clsn2: 1
  Clsn2[0] = 2, -150, 37, -89
4200,2, 0,0, 5

Clsn2: 1
  Clsn2[0] = -18, -140, 15, -79
4200,3, 0,0, 15

Clsn2: 1
  Clsn2[0] = -17, -139, 20, -64
4200,4, 0,0, 5

Clsn2: 1
  Clsn2[0] = 13, -114, 53, -37
4200,5, 19,0, 5
Clsn2: 1
  Clsn2[0] = 5, -102, 45, -33
4200,6, 14,0, 4
Clsn2: 1
  Clsn2[0] = 16, -77, 57, -7
4200,7, 15,0, 4
Clsn2: 1
  Clsn2[0] = -18, -31, 62, -2
4200,8, 8,15, 4
Clsn2: 1
  Clsn2[0] = -19, -29, 64, 2
4200,9, 0,15, 4
Clsn2: 1
  Clsn2[0] = -33, -41, 71, -4
4200,10, 0,15, 4
Clsn2: 1
  Clsn2[0] = -29, -38, 70, 0
4200,11, 0,15, 4
Clsn2: 1
  Clsn2[0] = -29, -40, 65, -3
4200,12, 0,15, 4
Clsn2: 1
  Clsn2[0] = -19, -31, 70, -3
4200,13, 0,15, -1


goro animation

; goro arranca
[Begin Action 660]

Clsn2: 1

Clsn2[0] = -14, -122, 20, 0

1,2, 0,0, 5

1,4, 0,0, 5


4101,0, 0,0, 5

4101,1, 0,0, 5

Clsn1: 1

Clsn1[0] = 12, -136, 111, 1

4101,2, 0,0, 5

4101,3, 0,0, 15

4101,4, 0,0, 5

4101,5, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5

4101,6, 1,-1, 5
Re: Goro Fatality problem
#4  September 08, 2018, 02:37:35 pm
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What you should do is slow the animations waaay down. You may want to add a 0 to all of the frames.
So all the frames that take 5 tics, take 50 tics. The frames that are 4 tics take 40 tics. Then you'll be able to see what frames are the problem.

BUT
If you pause your video around 1 second in, you'll see Goro grabs Scorpion and it looks normal. Then Goro moves to the second position and Scorpion is out of alignment. It looks like that frame Scorpion needs to be mirrored. Like Scorpion is looking left. But following the animation, Scorpion should be looking to the right.

Your timing is off for sure. Use Youtube's setting and set the speed to 0.25. You'll be able to see what parts are off.
I use Fighter Factory 3/Studio's Onion Skin feature to line up my throw animations. You should be able to use it too. Set Goro's sprite to be the gray image in the background and Scorpion's image in the Animations window. If you dont have them in Goro, import them under Sprite>Import from another project.
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Re: Goro Fatality problem
#5  September 09, 2018, 04:26:20 am
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fine, i´m gonna do what you wrote me...but, in the final frame, a beheaded body of scorpion appeared...how I solve that?
Last Edit: September 09, 2018, 04:30:08 am by odinus sinistro
Re: Goro Fatality problem
#6  September 09, 2018, 08:48:04 am
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It seems that you're using a blank animation for P2 and using explod animations. After the blank animation is over it switches to the headless sprite. So you need to either increase the length of the blank animation, or make it not switch to the headless animation.
Use debug, ctrl+d, to switch to P2. Do the fatality and take note on what animation is playing. When it changes to the last frame, look for that animation. See if the time is -1 or another number. If it's a positive number, you can increase it. BUT that may mess up another fatality.
In the states you want to look for the stateno P2 is in when it's dead.
The image changing may actually be P2 switching states. So see if it switches and look at what animation plays.
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Re: Goro Fatality problem
#7  September 09, 2018, 08:55:39 am
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THANKS YOU VERY MUCH

Before the scorpion´s beheaded body , the screen shows

SCORPION 57 (1) (IN GORO 56´S STATE RC)
ACTIONID: 8184; SPR: 8189,5; ELEMNO: 29/29; TIME: 172/173
STATE NO: 3001; CTRL: 0; TYPE: 1; MOVETYPE 2: TIME: 171


When the scorpion´s beheaded body appears , the screen shows


SCORPION 57 (1)
ACTIONID: 6611; SPR: 3,6; ELEMNO: 1/1; TIME: 2/-1
STATE NO: 5150; CTRL: 0; TYPE: 1; MOVETYPE 2: TIME: 1
Last Edit: September 09, 2018, 09:36:43 am by odinus sinistro
Re: Goro Fatality problem
#8  September 09, 2018, 02:31:13 pm
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I'd look in Scorpion's State 5150. If it's using a common file, which it probably is, look in the common file.
But in state 5150 something is making it choose anim 6611. You'll probably want it to switch to a blank animation.
You may be able to use a changeanim with a trigger checking prestateno and see if was in state 3001 Check if the animation is 8184. If both things line up then you know Goro just ripped you apart and it needs to display a blank animation. Look through all the animations and see if you have one. Otherwise just make one up. Most people use 9999 for their blank animation.

Have you gotten the frames to line up properly?
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Re: Goro Fatality problem
#9  September 10, 2018, 03:35:57 am
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Hi, I got to line up the frames properly BUT I COULD´N T take off the scorpion beheaded...


would you be nice to check the code, PLEASE
Spoiler, click to toggle visibilty
Last Edit: September 14, 2018, 08:22:35 am by Odb718
Re: Goro Fatality problem
#10  September 14, 2018, 08:33:54 am
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So it seems that
v = 45
value = 6611
Is probably setting what animation State 5150 is using at the end of the round. 

But in your state 3001, you can see it SelfStates to 6006.
 Para quedar decapitado en el suelo
or
To be decapitated on the ground
Which is exactly what we see.
I personally wouldn't try to make an all new SelfState. Unless you're working with a full game and will edit ALL of your characters to have the new state.
Go through the states and animations you have and try to find a blank one so a 2nd body doesn't pop on screen.
Look in scorpion's State 5150 and look to see if it uses a variable to pick the animation. Look for a ChangeAnim with var(45) or something similar. You may be able to just set the var to become a blank animation and have it work.

One thing you need to add is the scream. The fatality is missing a lot without it! It's looking awesome!
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Re: Goro Fatality problem
#11  September 15, 2018, 05:32:38 am
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man... I got it!!!!!!, thanks...so much for your help, you are the only one who help me to make my fatality succeded  :yuno:
i erased it



honesty I am a begginer about programing I just know to edit sprites and sound, but programing I suck, i have 10 years trying to understand mugen programing, i read all the document the entired 80 pages, I have watched videotutorials and NOTHING, but I was trying and trying until a Got it  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
THANKS SO MUCH, IF YOU NEED SOMETHING I CAN HELP YOU IN MUGEN IF I CAN, I WOULD DO ANYTHING you ask me

i have a lot of fatalities i have created in video editing programs but i want to pass to mugen... i will be trying until to got it











Re: Goro Fatality problem
#12  September 15, 2018, 05:53:51 am
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odinus sinistro, I saw and followed all your effort
congratulations, man
Re: Goro Fatality problem
#13  September 15, 2018, 06:03:19 am
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thanks  :'( :'( :'( :'( :'( :'( :'(
Re: Goro Fatality problem
#14  September 18, 2018, 07:55:06 am
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WITH AUDIO
Re: Goro Fatality problem
#15  September 18, 2018, 12:21:52 pm
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:thumbsup:
Very nice!
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Re: Goro Fatality problem
#16  September 19, 2018, 04:19:55 am
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thanks to youuuuu