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Different Jump land animations (Read 6070 times)

Started by BooleanButter, May 19, 2017, 11:57:49 am
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Different Jump land animations
#1  May 19, 2017, 11:57:49 am
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How can you specify a new jump land animations for jump forward and jump back? any help would be appreciated :D
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-Heihachi
Re: Different Jump land animations
#2  May 20, 2017, 01:57:34 am
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Copy common1.cns to your character's directory, then override the Jump Landing state to play a different animation depending on what the PrevStateno was.

That's the super lazy version, there's probably a better way.

Also welcome aboard.
Re: Different Jump land animations
#3  May 20, 2017, 05:43:00 am
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Copy common1.cns to your character's directory, then override the Jump Landing state to play a different animation depending on what the PrevStateno was.

That's the super lazy version, there's probably a better way.

Also welcome aboard.

Hello man! Thanks for the reply but I'm gonna use changeanim state controller for a different Jump land animation? I want to have a new jump land animation for neutral jump, also a new jump land animation for forward jump and back jump :D
"Come back when you're ready to fight!"
-Heihachi
Re: Different Jump land animations
#4  May 20, 2017, 06:05:52 am
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He told you how to do it, you just have to implement it...

Assuming anim 44 is falling neutral, anim 45 is falling forward and anim 46 is falling back, with anims 47,48 and 49 being landing neutral, forward and backwards respectfully, then:

Code:
;---------------------------------------------------------------------------
; Jump Land
;---------------------------------------------------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(anim = 44,47,ifelse(anim = 45,48,49))


[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52]
type = Turn
trigger1 = P2dist X < -30

[State 52, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

[state 1051, land explod]
type = helper
trigger1 = time = 0 & numhelper(8010) = 0
name = "land explod"
id = 77010
stateno = 77010
postype = p1
pos = 0,0
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 52, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1.

Specifically, I took the normal common1 statedef 52, removed the anim at the top and added:

Code:
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(anim = 44,47,ifelse(anim = 45,48,49))


I tested it myself, it works.
Re: Different Jump land animations
#5  May 20, 2017, 06:41:31 pm
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    • ronlacson1@yahoo.com
He told you how to do it, you just have to implement it...

Assuming anim 44 is falling neutral, anim 45 is falling forward and anim 46 is falling back, with anims 47,48 and 49 being landing neutral, forward and backwards respectfully, then:

Code:
;---------------------------------------------------------------------------
; Jump Land
;---------------------------------------------------------------------------
[Statedef 52]
type    = S
physics = S
ctrl = 0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(anim = 44,47,ifelse(anim = 45,48,49))


[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52]
type = Turn
trigger1 = P2dist X < -30

[State 52, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

[state 1051, land explod]
type = helper
trigger1 = time = 0 & numhelper(8010) = 0
name = "land explod"
id = 77010
stateno = 77010
postype = p1
pos = 0,0
sprpriority = -1
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 52, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1.

Specifically, I took the normal common1 statedef 52, removed the anim at the top and added:

Code:
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(anim = 44,47,ifelse(anim = 45,48,49))


I tested it myself, it works.

Thanks! now I have different animations for jump back and jump forward thanks for the help! :D ;)
"Come back when you're ready to fight!"
-Heihachi
Re: Different Jump land animations
#6  May 20, 2017, 09:48:46 pm
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Looking at it now, I screwed up, Should be

Code:
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(anim = 46,49,ifelse(anim = 45,48,47))

So as to not always play the landing backwards anim when you land from ANYTHING other than a neutral or forward jumping anim, such as air guarding or air recovering.


Glad I could help.