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DestroySelf malfunctioning (Read 1287 times)

Started by DripChips, September 20, 2019, 03:14:55 am
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DestroySelf malfunctioning
New #1  September 20, 2019, 03:14:55 am
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Editing BuilderMan by weegeeisgoingtokillm

[State 3200, Helper]
type = Helper
trigger1 = animelem = 3
name = "HyperRocket2"
ID = 5828
stateno = 2900
pos = 10,-50
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
size.xscale = 0.8
size.yscale = 0.8
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =

 


[State 3200, ChangeState]
type = ChangeState
trigger1 = time >= 130
value = 0
ctrl = 1
;anim =
;ignorehitpause = 1
;persistent =

[statedef 2900]
type = a
movetype = a
physics = s
anim = 5467
velset = 2,0

[State 2900, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = A,HP       ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = hard          ;light,medium,hard,back,up,diagup
air.animtype = back
;fall.animtype = Back
;priority = 4,Hit
damage = 45,11
pausetime = 11 ,17
;guard.pausetime = 0,0
sparkno = S7700
guard.sparkno = S6767
sparkxy = 0,15
hitsound = 5,4
guardsound = S8500,0
ground.type = High      ;Low,Trip,None
;air.type = High
ground.slidetime = 0
;guard.slidetime = 0
ground.hittime = 0
;guard.hittime = 0
air.hittime = 20
;guard.ctrltime = 0
;guard.dist = 320
;yaccel = 0.5
ground.velocity = 3,0
;guard.velocity = 0
air.velocity = 3,-2
;airguard.velocity = 0,0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
;down.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;airguard.ctrltime = 0
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
sprpriority = 1
;p1facing =
p1getp2facing = 0
;p2facing =
p1stateno = 10001
;p2stateno =
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
;air.fall = 0
;down.velocity = 0,0
;down.hittime = 0
down.bounce = 0
id = 0
chainID = -1
nochainID = -1
hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;getpower = 0,0
;givepower = 0,0
palfx.time = 0
;palfx.mul =
;palfx.add =
envshake.time = 0
;envshake.freq =
;envshake.ampl =
;envshake.phase =
fall.envshake.time = 0
;fall.envshake.freq =
;fall.envshake.ampl =
;fall.envshake.phase =
;ignorehitpause =
;persistent =

[State 2900, VelSet]
type = VelSet
trigger1 = 1
x = 2
;ignorehitpause =
;persistent =



[State 2900, DestroySelf]
type = DestroySelf
trigger1 = movecontact
ignorehitpause = 1
;persistent =

[State 2900, DestroySelf]
type = DestroySelf
trigger1 = time > 320
ignorehitpause = 1
;persistent =

Last Edit: September 22, 2019, 07:26:33 pm by Javier
Re: DestroySelf malfunctioning
#2  September 20, 2019, 06:30:37 am
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And? What did you change? Whats broken? I see 2 destroyselfs. 1 when you hit or are guarded and another after 5 seconds. Whats the problem?


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: DestroySelf malfunctioning
#3  September 20, 2019, 11:01:19 pm
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So your saying that the first destroyself isn't detecting if the helper hits?
And the problem is said destroyself isn't working when the helper hits the enemy.
Re: DestroySelf malfunctioning
#4  September 21, 2019, 08:07:09 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well you should have said that in the first post. Take the p1stateno line out of the hitdef. To improve readability you should take out all the commented lines too. Makes shit like the above easier to find


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.