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Can't Hit With Projectile (Read 1738 times)

Started by ShadowGeist, November 06, 2007, 02:20:08 am
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Can't Hit With Projectile
#1  November 06, 2007, 02:20:08 am
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Hey, I'm new and I really need help here, well this is the problem. I'm "EDITING" a character, and there's this super that he has that I'm editing. Well im trying to get a projectile to hit. I tryed putting the hitdef's trigger as movecontact7120, and I put the id for the projectile as 7120 (the projectile didnt have an ID), and after, I tryed some other stuff like p2dist. I then thought that maybe I need to make some stuff like the velset and  destroyself stuff but then I thought I didn't need to, because the original projectile didnt have those things and the original projectile had a hitdef and it hits. And so thats what I need help with. Thanks!  :)
Last Edit: November 06, 2007, 07:59:57 pm by ShadowGeist
Re: Can't Hit With Projectile
#2  November 06, 2007, 07:14:05 am
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Wow, you're very confused.

A projectile needs to have a clsn1 (red collision box) in its action. Then it will hit. To create the projectile, you simply use this in your state. It might be that the movetype of that state has to = A, but I'm not actually sure.
Re: Can't Hit With Projectile
#3  November 06, 2007, 02:42:50 pm
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I know but the "original projectile" can hit the opponent. But when I duplicate more of the projectile it doesn't hit. HELP PLS!!!
Re: Can't Hit With Projectile
#4  November 06, 2007, 04:55:28 pm
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humh.. is it a real projectile or a helper acting as one?
Re: Can't Hit With Projectile
#5  November 06, 2007, 06:03:14 pm
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Well it is a real projectile, at least I THINK it is, because there's no helper in that state, but there is projectile. There's only 1 state for the super.
Re: Can't Hit With Projectile
#6  November 06, 2007, 07:18:03 pm
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well, you mentioned something about a hitdef... that is confusing.
Re: Can't Hit With Projectile
#7  November 06, 2007, 07:59:10 pm
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Well the state (the state of the super) has a hitdef that only applys to the original projectile but not the ones I duplicated.
Re: Can't Hit With Projectile
#8  November 06, 2007, 08:04:37 pm
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while they look alike, hitdefs and projectiles are a different thing... i guess you must post both codes, the original and the modified one.
Re: Can't Hit With Projectile
#9  November 06, 2007, 09:15:37 pm
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Uh okay, this is the WHOLE state :
[mcode]
; Kongou Kokuretsu Zan
[Statedef 2600]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 0
ctrl = 0
poweradd = -3000
anim = 2600

[State 2600, BGPalfx]
type = BGPalfx
trigger1 = time >= 0
invertall = 1
time = 2
ignorehitpause = 1

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 2000,0

[State 2600, Playsnd]
type = Playsnd
trigger1 = time = 1
value = 191,0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 21
value = 191,1
persistent = 0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 22
value = 2501,1

[State 2600, 3]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 130

[State 2600, Pause]
type = SuperPause
trigger1 = time = 1
time = 52
movetime = 52
anim = -1
darken = 0

[State 2600, 3]
type = EnvColor
trigger1 = Time = 1
value = 0,0,0
time = 52
under = 1

[State 2600, AfterImage]
type = AfterImage
trigger1 = time = 1
FrameGap = 3
PalBright = 1,1,1
PalContrast = 80,25,25
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1
length = 10
time = 95

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 1
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 2
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 3
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 5
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 6
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, Width]
type = width
trigger1 = Animelemtime(18) >= 0 && Animelemtime(41) < 0
player = 15,0
ignorehitpause = 1

[State 2600, Corner]
type = posadd
trigger1 = Animelemtime(22) >= 0 && Frontedgedist < 70
x = Frontedgedist-70

[State 2600, 1.2]
type = HitDef
trigger1 = AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -8
fall.recover = 0
down.bounce = 1

[State 2600, 1.1]
type = HitDef
trigger1 = var(10) != 5 && (time%2) = 0 && time = [80,94]
attr = S, HA
getpower = 0,0
givepower = 50
damage = 265, 10
animtype = Hard
Fall.animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,1
guard.pausetime = 0,1
sparkno = S7021
guard.sparkno = S7041
sparkxy = 0, Ceil(-30+(P2dist Y*1.2))
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.velocity = -10.5
ground.hittime = 22
ground.cornerpush.veloff = 0
air.velocity = -14, -7
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -2
fall.recover = 0
down.bounce = 2

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Front]
type = Projectile
trigger1 = Animelem = 26
persistent = 0
projanim = 7121
offset = 0,0
projsprpriority = 3
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Back]
type = Projectile
trigger1 = Animelemtime(25) = 2
persistent = 0
projanim = 7122
offset = 0,0
projsprpriority = -1
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 29
persistent = 0
projanim = 7123
offset = 0,27
projsprpriority = 3
bindtime = -1
projremovetime = 7
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2610, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2600, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits= 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, 1.2]
type = HitDef
trigger1 = ProjContact7120 = 1 && AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -9
fall.recover = 0
down.bounce = 1

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 22
time = 33
freq = 330
ampl = -24

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 24
time = 36
freq = 330
ampl = -21

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 28
time = 36
freq = 330
ampl = -18

[State 2100, EnvShake]
type = EnvShake
trigger1 = Animelem = 33
time = 36
freq = 330
ampl = -15

[State 2610, Aircombo system]
type = Varset
trigger1 = movehit != 0
var(10) = Ifelse(time < 98,3,5)
ignorehitpause = 1

[State 2610, Personal Action Var]
type = Varset
trigger1 = time = 98
var(20) = 0
ignorehitpause = 1

------------------------------------------------------------------------
-This is the hitdef that applys to the projectile and the projectile itself:

[State 2600, 1.2]
type = HitDef
trigger1 = AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -8
fall.recover = 0
down.bounce = 1

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

-These are the projectiles I duplicated:

[State 2610, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2600, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -100,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits= 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -200,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -300,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = 400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

[State 2610, Lightning Spark]
type = Projectile
trigger1 = AnimElem = 22
persistent = 0
projanim = 7120
offset = -400,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
projid = 7120

-And the hitdef I duplicated:


[State 2610, 1.2]
type = HitDef
trigger1 = ProjContact7120 = 1 && AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -9
fall.recover = 0
down.bounce = 1

--------------------------------------------
This is the ORIGINAL state

; Kongou Kokuretsu Zan
[Statedef 2600]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 0
ctrl = 0
poweradd = -3000
anim = 2600

[State 2600, BGPalfx]
type = BGPalfx
trigger1 = time >= 0
invertall = 1
time = 2
ignorehitpause = 1

[State 2600, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = 2000,0

[State 2600, Playsnd]
type = Playsnd
trigger1 = time = 1
value = 191,0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 21
value = 191,1
persistent = 0

[State 2600, PlaySnd]
type = Playsnd
trigger1 = Animelem = 22
value = 2501,1

[State 2600, 3]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 130

[State 2600, Pause]
type = SuperPause
trigger1 = time = 1
time = 52
movetime = 52
anim = -1
darken = 0

[State 2600, 3]
type = EnvColor
trigger1 = Time = 1
value = 0,0,0
time = 52
under = 1

[State 2600, AfterImage]
type = AfterImage
trigger1 = time = 1
FrameGap = 3
PalBright = 1,1,1
PalContrast = 80,25,25
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1
length = 10
time = 95

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 1
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 2
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 3
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 4
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 5
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, SuperSpark Front]
type = Explod
trigger1 = time = 6
persistent = 0
anim = 7110
pos = -19,-126
postype = p1
sprpriority = 3
bindtime = -1
removetime = 32
ignorehitpause = 1
ownpal = 1
supermovetime = 9999

[State 2600, Width]
type = width
trigger1 = Animelemtime(18) >= 0 && Animelemtime(41) < 0
player = 15,0
ignorehitpause = 1

[State 2600, Corner]
type = posadd
trigger1 = Animelemtime(22) >= 0 && Frontedgedist < 70
x = Frontedgedist-70

[State 2600, 1.2]
type = HitDef
trigger1 = AnimElem = 22 && var(10) < 5
attr = S, HA
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -8
fall.recover = 0
down.bounce = 1

[State 2600, 1.1]
type = HitDef
trigger1 = var(10) != 5 && (time%2) = 0 && time = [80,94]
attr = S, HA
getpower = 0,0
givepower = 50
damage = 265, 10
animtype = Hard
Fall.animtype = Up
guardflag = HLA
hitflag = MAF
pausetime = 0,1
guard.pausetime = 0,1
sparkno = S7021
guard.sparkno = S7041
sparkxy = 0, Ceil(-30+(P2dist Y*1.2))
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.velocity = -10.5
ground.hittime = 22
ground.cornerpush.veloff = 0
air.velocity = -14, -7
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -2
fall.recover = 0
down.bounce = 2

[State 2600, Lightning Spark]
type = Projectile
trigger1 = Animelem = 22
persistent = 0
projanim = 7120
offset = 0,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Front]
type = Projectile
trigger1 = Animelem = 26
persistent = 0
projanim = 7121
offset = 0,0
projsprpriority = 3
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2600, Wave Back]
type = Projectile
trigger1 = Animelemtime(25) = 2
persistent = 0
projanim = 7122
offset = 0,0
projsprpriority = -1
bindtime = -1
projremovetime = 44
ignorehitpause = 0
supermovetime = 0
pausemovetime = 0

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 22
time = 33
freq = 330
ampl = -24

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 24
time = 36
freq = 330
ampl = -21

[State 2610, EnvShake]
type = EnvShake
trigger1 = Animelem = 28
time = 36
freq = 330
ampl = -18

[State 2100, EnvShake]
type = EnvShake
trigger1 = Animelem = 33
time = 36
freq = 330
ampl = -15

[State 2610, Aircombo system]
type = Varset
trigger1 = movehit != 0
var(10) = Ifelse(time < 98,3,5)
ignorehitpause = 1

[State 2610, Personal Action Var]
type = Varset
trigger1 = time = 98
var(20) = 0
ignorehitpause = 1
[/mcode]











Last Edit: November 08, 2007, 01:56:41 am by Valodim
Re: Can't Hit With Projectile
#10  November 06, 2007, 09:30:55 pm
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Quote
-This is the hitdef that applys to the projectile and the projectile itself:
No. Hitdefs don't apply to projectiles. The info is already supposed to be given in the projectile controller. Try reading the link DavidGee posted in his first reply here. Especially the part that goes "The Projectile controller takes all the parameters of the HitDef controller, which control the HitDef for the projectile." As in, take a hitdef controller, change the "type = hitdef" line for "type = projectile", and add the lines related to the projectile itself (projanim, projhitanim etc.)
You're mixing up projectiles and explods. As it is, your projectiles are only displaying an animation. The projectile controller needs to have all the information of a hitdef controller in it.
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Re: Can't Hit With Projectile
#11  November 06, 2007, 11:21:53 pm
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Person making that has used projectile instead of explod for a few things. I can't tell if your "added" hitdef was actually in the original state or not as it seems to be cut off.

Your new/old hitdef will only take effect once. In addition, you'll need a full screen hitbox on the PLAYER in order to make it hit as there's no way of telling where a projectile is at any one time. You can check with helpers, not projectiles.


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Re: Can't Hit With Projectile
#12  November 06, 2007, 11:23:49 pm
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from the looks of it, youa re better off recoding the move.
Re: Can't Hit With Projectile
#13  November 08, 2007, 01:52:43 am
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Whoops, read the projectile state wrong XD. And eh, can't record, dun got webcam and dun got any tools and dun got money to buy XD.
Re: Can't Hit With Projectile
#14  November 08, 2007, 01:57:41 am
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re-code, dude :laugh:
Re: Can't Hit With Projectile
#15  November 08, 2007, 02:08:36 am
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This is what I tried and didn't work:

[State 2610, 1.2]
type = projectile
trigger1 = Animelem = 22
attr = S, HP
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
projid = 7120
projanim = 7120
offset = 210,52
projsprpriority = 3
bindtime = -1
projremovetime = 18
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -9
fall.recover = 0
down.bounce = 1

Something I did wrong cause still dun work??
Last Edit: November 08, 2007, 08:50:52 pm by ShadowGeist
Re: Can't Hit With Projectile
#16  November 08, 2007, 02:55:15 am
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Post the action the character is in during that state, and we'll know if there's 22 frames or not.
Re: Can't Hit With Projectile
#17  November 08, 2007, 06:25:29 am
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Quote
damage = 999999999, 300
This won't really affect how the move works but ability to kill person 999999 times over is neccessary?


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Re: Can't Hit With Projectile
#18  November 08, 2007, 08:52:44 pm
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Re: Can't Hit With Projectile
#19  November 08, 2007, 10:44:34 pm
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open the character's .air file, post the action 2600 or whatever action the player is on while trying to shoot the projectile.
Re: Can't Hit With Projectile
#20  November 10, 2007, 12:20:11 am
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Well, this is it:

; Kongou Kokuretsu Zan
[Begin Action 2600]
Clsn2Default: 1
 Clsn2[0] = -22,-108, 23,  4
2600,0, 0,0, 4
2600,1, 0,0, 4
2600,2, 0,0, 4
2600,3, 0,0, 4
2600,4, 0,0, 3
2600,5, 0,0, 3
2600,6, 0,0, 3
2600,7, 0,0, 3
2600,8, 0,0, 3
2600,9, 0,0, 3
2600,10, 0,0, 3
2600,11, 0,0, 3
Clsn2: 2
 Clsn2[0] =  -9,-109, 32,-49
 Clsn2[1] = -22,-48, 43,  4
2600,12, 0,0, 3
Clsn2Default: 2
 Clsn2[0] =  -3,-104, 38,-48
 Clsn2[1] = -22,-47, 52,  5
2600,13, 0,0, 3
2600,14, 0,0, 3
2600,15, 0,0, 3
2600,16, 0,0, 3
2600,17, 0,0, 3
2600,18, 0,0, 2
Clsn2: 2
 Clsn2[0] =   5,-86, 55,-45
 Clsn2[1] = -22,-46, 63,  5
2600,19, 0,0, 3
Clsn2: 2
 Clsn2[0] =  17,-66, 72,-20
 Clsn2[1] = -26,-38, 73,  5
2600,20, 0,0, 2
Clsn1: 1
 Clsn1[0] =  -1, 55, 59,-489
Clsn2Default: 2
 Clsn2[0] =  21,-59, 71,-21
 Clsn2[1] = -26,-38, 73,  5
2600,21, 0,0, 3
2600,22, 0,0, 3
2600,23, 0,0, 3
2600,24, 0,0, 4
2600,25, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-49,114, 47
 Clsn1[1] = 114,-79,140, -9
 Clsn1[2] = -23,-47,-59, 46
 Clsn1[3] = -87,-78,-60,-10
2600,25, 0,0, 2
Clsn1: 4
 Clsn1[0] =  80,-102,115, 48
 Clsn1[1] = -25,-103,-61, 48
 Clsn1[2] = 114,-125,142, -7
 Clsn1[3] = -88,-124,-60, -8
2600,26, 0,0, 2
Clsn1: 4
 Clsn1[0] =  80,-145,115, 48
 Clsn1[1] = 113,-172,144, -7
 Clsn1[2] = -62,-146,-25, 49
 Clsn1[3] = -91,-167,-61, -8
2600,26, 0,0, 2
Clsn1: 4
 Clsn1[0] =  79,-166,115, 48
 Clsn1[1] = 114,-210,145, -8
 Clsn1[2] = -61,-165,-24, 50
 Clsn1[3] = -91,-204,-62, -9
2600,27, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,27, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,28, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,28, 0,0, 2
Clsn1: 4
 Clsn1[0] =  78,-203,116, 47
 Clsn1[1] = 116,-218,148, -7
 Clsn1[2] = -62,-198,-24, 50
 Clsn1[3] = -94,-219,-61, -8
2600,28, 0,0, 2
2600,29, 0,0, 15
2600,30, 0,0, 4
Clsn2: 2
 Clsn2[0] =   6,-69, 64,-36
 Clsn2[1] = -22,-43, 72,  5
2600,31, 0,0, 4
Clsn2Default: 2
 Clsn2[0] =  -9,-92, 37,-29
 Clsn2[1] = -23,-37, 57,  6
1530,15, 0,0, 4
1530,16, 0,0, 3
Clsn2: 1
 Clsn2[0] = -20,-99, 27,  6
1530,17, 0,0, 3
Clsn2Default: 1
 Clsn2[0] = -24, -105, 25, 4
10, 6, -2, 2, 3, ,
10, 0, 0, 0, 3, ,
Re: Can't Hit With Projectile
#21  November 10, 2007, 12:25:15 am
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see the last two lines see how they don't look like the other numbers you have commas hanging out with no numbers there
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Re: Can't Hit With Projectile
#22  November 10, 2007, 12:46:18 am
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That would either cause the move to break, or do nothing. 2 comma's on the end would be a placeholder for A or A1 or whatever.


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: Can't Hit With Projectile
#23  November 10, 2007, 01:36:08 am
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Yea... and..
Re: Can't Hit With Projectile
#24  November 10, 2007, 02:26:14 am
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Here's your new test state

[mcode]
[Statedef 2600]
type = S
movetype = A
physics = N
velset = 0,0
juggle = 0
ctrl = 0
poweradd = -3000
anim = 2600

[State 2610, 1.2]
type = projectile
trigger1 = Animelem = 22
attr = S, HP
getpower = 0 , 0
givepower = 300
damage = 999999999, 300
animtype = Up
guardflag = HLA
hitflag = MAF
projid = 7120
projanim = 7120
offset = 20,0
projsprpriority = 3
bindtime = -1
projremovetime = 100
projhits = 1
ignorehitpause = 1
supermovetime = 0
pausemovetime = 0
pausetime = 0,12
guard.pausetime = 0,12
sparkno = S7032
guard.sparkno = S7041
sparkxy = 0, -55
hitsound = S1000,0
guardsound = S120,1
ground.type = High
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -10, -10
ground.cornerpush.veloff = 0
air.velocity = -3.8, -27
guard.velocity = -10.5
fall = 1
fall.recover = 0
yaccel = .63
Fall.xvelocity = -2
Fall.yvelocity = -9
fall.recover = 0
down.bounce = 1

[state 2600]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[/mcode]
Make sure it has hitboxes and let us know what happens.


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: Can't Hit With Projectile
#25  November 10, 2007, 06:33:51 pm
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Nope, didn't work. I replaced the projectile that I made wit urs and it didnt work, then i replaced the whole state with yours and it still didnt work. And btw, whats hitboxes? Sry for the dumb questions XD!!
Re: Can't Hit With Projectile
#26  November 10, 2007, 10:49:09 pm
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So no projectile comes out or it doesn't hit.

Quote
whats hitboxes?
Oh shi...! Seriously? You're HONESTLY asking this question? Really? Urgh.

While fighting press ctrl+c twice, just to make things obvious. Notice how your character has a great big blue box round him. Do your projectile. Tell me if that has a big red box around it. If not, add one.


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: Can't Hit With Projectile
#27  November 11, 2007, 03:02:54 pm
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The projectile comes out but it doesn't hit and when i press ctrl+c twice, nothing happens.
Re: Can't Hit With Projectile
#28  November 12, 2007, 12:07:18 am
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You have no hitboxes. Add some.

You also have "allowdebugkeys" in mugen.cfg set to 0. Set it to 1 please, you'll find it useful.


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: Can't Hit With Projectile
#29  November 12, 2007, 01:08:42 am
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Sry for another dumb question, erm...how you add hitboxes XD!
Re: Can't Hit With Projectile
#30  November 12, 2007, 02:07:02 am
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In fighter factory in the animations section there are boxes on the bottom of the tools section say stuff like clsn's on them draw a RED one on each frame that hits.
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Re: Can't Hit With Projectile
#31  November 12, 2007, 02:32:16 am
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That question deserved a "work it out" answer. All the stuff is in front of him. If he's managed to set up an animation he's used the air edit section of whatever program he's using. Hitboxes should have been solvable from there with about 2 minutes work.

There are times when it pays not to answer the question that's been asked.


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: Can't Hit With Projectile
#32  November 12, 2007, 05:45:48 pm
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Sry man, but, I got it to work. I downloaded the Fighter Factory(XD) and then I used it and added a clsn1 box to my projectile and it hits now, thanks ppl!