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Hit Override Help....Please? (Read 2352 times)

Started by Ryon, June 29, 2008, 08:13:40 pm
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Hit Override Help....Please?
#1  June 29, 2008, 08:13:40 pm
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Hi agian! yes yes its me again with another Helper question.

my current wip Raging Ryu will be using alot of high res effects and helpers. and i want this helpers (hadoukens) to be able to hit other helpers and die off.

so can someone explain or show me an example please? it would be great if someone could SHOW me an example.

because i really need to learn how this works. and yes showing me an example teachs me alot more than telling me this those that. so please and thank you.
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Re: Hit Override Help....Please?
#2  June 29, 2008, 08:26:02 pm
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[Statedef 1337] ;Hadouken State
Anim = 1337 ;The defualt stuff
movetype= A ;The defualt stuff

[State 0, HitOverride] ;Stuff
type = HitOverride ;Type
trigger1 = 1 ; Constantly activated.
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ; Die on all kind of hits
stateno = -1 ;Die of stateno
time = 1 ;Time
ignorehitpause = 1 ;Ignores hitpause
Re: Hit Override Help....Please?
#3  June 29, 2008, 10:13:59 pm
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[State 0, HitOverride] ;Stuff
type = HitOverride ;Type
trigger1 = 1 ; Constantly activated.
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ; Die on all kind of hits
stateno = -1 ;Die of stateno
time = 1 ;Time
ignorehitpause = 1 ;Ignores hitpause

thanks so much, and sorry to ask but could you elaborate on the attributes please? i normally dont mess with them.
or could you point me in which file tells me all that?

also. i tried the exact code you posted, and now when i do it the hadouken disappears after it comes out.
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Last Edit: June 29, 2008, 10:24:14 pm by Ryon

BC

Re: Hit Override Help....Please?
#4  June 29, 2008, 11:03:26 pm
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it might have dissapeared coz time = 1 mayb....try time =(the length of game ticks the move lasts for)

and have the trigger either as trigger1 = 1 or trigger1 = time = 0
click the image to join my forum ;)
Re: Hit Override Help....Please?
#5  June 29, 2008, 11:29:55 pm
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well reguardless of that (i found several ways to by pass it thanks)

when ever it gets hit by another projectile/helper/attack it drops a mini ryu, instead of an end explosion.
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Re: Hit Override Help....Please?
#6  June 29, 2008, 11:35:55 pm
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Have you set the stateno the the explotion state?
 
For the attributes, read the docs. It is said there what they are. Way better than I can explain.
Last Edit: June 29, 2008, 11:54:47 pm by Anjel
Re: Hit Override Help....Please?
#7  June 29, 2008, 11:38:24 pm
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you actually have to do what Anjel said, you can't just hit ovveridde without an actual state, and Animation, and a destroy self, in that explosion state.

Cheers,RajaBoy
Re: Hit Override Help....Please?
#8  June 30, 2008, 01:00:59 am
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oh my god. i am stupid..

i put the code in the WRONG state! LOL.

woops!

ok well now it works. another question is..

When it hits another projectile/helper/etc/etc it dies off. BUT since its a super it should be able to consume the regular attacks.

how do i make it take the hit and keep going?
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Re: Hit Override Help....Please?
#9  June 30, 2008, 05:14:00 am
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oh my god. i am stupid..

i put the code in the WRONG state! LOL.

woops!

ok well now it works. another question is..

When it hits another projectile/helper/etc/etc it dies off. BUT since its a super it should be able to consume the regular attacks.

how do i make it take the hit and keep going?


is it coded as an, Helper projectile, because now you, might have to do the whole syntax, over, if you want it great, if not i guess you could just have 2 hit overrifdes, one that bring's it back to the same state if it's hits a NP,SP, i don't know,

or you could do it, antoher broken, way, Projectiles are broken, you can ask laQuak.

there's a way with invisible proj . and projhits

Cheers,RajaBoy
Re: Hit Override Help....Please?
#10  June 30, 2008, 05:42:31 am
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yo Raja are you indian by chance? (i know very off topic but i guess i need to know?)

anyways..

so hmm a hit over ride that leads back to the helper..

since laquak joined my site i'll ask him.
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Re: Hit Override Help....Please?
#11  June 30, 2008, 05:52:08 am
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yo Raja are you indian by chance? (i know very off topic but i guess i need to know?)

anyways..

so hmm a hit over ride that leads back to the helper..

since laquak joined my site i'll ask him.


RajaBoy, you can take aguess,

Tumko zaruri kyon hai?

Cheers,RajaBoy


you've a website, is it cool?

why do you need to know?
Re: Hit Override Help....Please?
#12  June 30, 2008, 10:25:43 am
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Projectiles are only broken if you don't use them properly. Perfectly functional in most other ways.

NP will cancel regular helpers and projectiles if they have been coded properly.


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: Hit Override Help....Please?
#13  June 30, 2008, 01:24:16 pm
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This is my projectile code the helper projectile state works fine without the use of Hittoveride?

Cheers,RajaBoy

Quote
;---------------------------------------------------------------------
;FireBall
[Statedef 6015]
type    = A
movetype = I
physics = N
ctrl = 0
sprpriority = 4
anim=6016<-------Animation of projectile actual animation

[State 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(9) = parent,var(9)

[State 0]
type = VelSet
trigger1 = time <=36
x = 2.375 + (var(9)*1.6875)

[State 0]
type = Projectile
triggerall = numprojid(6010)=0
trigger1 = Time = ifelse(!var(9),17,ifelse(var(9)=1,12,7))
projanim = <<<<---- an invisible animation with a red and blue, clsn, in the shape of the projectile, animation
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel x, vel Y
attr = S, SP
damage = ifelse(parent,var(10),50,ifelse(parent,var(11),45,40))+10*parent,var(49),12+10*parent,var(49)
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 4,15
sparkno = s6021
guard.sparkno = S13351
sparkxy = 45, -5
hitsound = S6010,3
guardsound = S120,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -8,0
guard.velocity = -8
air.velocity = -4.5, -6
airguard.velocity = -5.33,-1
air.juggle = 0
fall = 0+1*parent,var(49)
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
ProjID = 6010
getpower = ifelse((p2statetype=A&&p2movetype=H&&var(9)=[0,2]),40,60)
givepower = 35, 35
palfx.color = 64
palfx.add = 100,40,90
palfx.mul = 90,50,90
palfx.time = 40
forcestand = 1
yaccel = .5

[State 0]<----you already know what this does
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 0]
type = ChangeState<-----this state changes, the helper to an fade away state when the projectile is gone projectile disappear,s after,  hitting so it will go to the state below sorta like a sudo, hitoverride
triggerall = time > 1
trigger1 = !parent,numprojid(6010)<----triggers when the projectile with said id is gone
value = 6016
;---------------------------------------------------------------------------
;FireBall
[Statedef 6016]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6018<----projectile fading away anim

[State 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = trans
trigger1 = 1
trans = add1

[State0]destroyes whan anim is over.
type = DestroySelf
trigger1 = animtime = 0
Last Edit: June 30, 2008, 01:27:38 pm by RajaBoy
Re: Hit Override Help....Please?
#14  June 30, 2008, 01:38:42 pm
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oh thats right. i forgot to mention. the animation and effects are ALL High Res. i turned them high res.

so with sort to speak, even though i can scale the projectile, i can not scale the Guard hit effects. so then it would be a gigantic blue thing all over the screen.

that aside. i'd really love to know how to use helpers properly.

and raja, because i'm indian as well.

1. the initial override code works well for this attack.
Strong Hadouken


2. the initial override doesnt work well on the lv2 super however.
Spoiler, click to toggle visibilty

as i said the problem is that the shinku hadouken lv2, only counters 1 hit, instead of taking the hit and keep going.

ALSO! and hopefully the final time i'll edit this!

The Lv.1 Shinku Hadouken
Spoiler, click to toggle visibilty
works very similar to a barrier as well as a projectile. it needs to be able to protect ryu while hurting the enemy.

but agian that initial code you guys showed me, only  makes it last 1 hit, after that it dies off.
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Last Edit: June 30, 2008, 01:46:00 pm by Ryon
Re: Hit Override Help....Please?
#15  June 30, 2008, 01:48:42 pm
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you would use the code, i said above as a helper but use the

projhits = blahblah
and in the destroy state it changes to use angledraw,  to scale it down, a bit, it's a state controllers.

offtopic

and i thought, i was the only Indian, here, coding, Glad to know that there's more.

Kya tumko Hindi ati hai? aisa hai to,

Bharat men kaha se ate ho tum?



Re: Hit Override Help....Please?
#16  June 30, 2008, 09:52:22 pm
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you would use the code, i said above as a helper but use the

projhits = blahblah
and in the destroy state it changes to use angledraw,  to scale it down, a bit, it's a state controllers.

offtopic

and i thought, i was the only Indian, here, coding, Glad to know that there's more.

Kya tumko Hindi ati hai? aisa hai to,

Bharat men kaha se ate ho tum?


sorry to say i dont speak hindi, i was raised in new york. but my real name is Bharat LOL.

its a shame i really need to understand these a bit more, i'll read up on the docs.
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Re: Hit Override Help....Please?
#17  June 30, 2008, 11:02:27 pm
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i was raised in New York too, and as a matter of fact i'm still here, and

You know what your name means right?.

Bharat=India

maybe your parents named you, that so you can always carry around your Heritage wether you knew it or not.
Last Edit: June 30, 2008, 11:19:42 pm by RajaBoy
Re: Hit Override Help....Please?
#18  July 01, 2008, 01:28:51 am
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i knew it.
and scary, im still in new york. >_< lol.

all that aside. so here is the coding for the shinku hadouken + the actual helper itself.

Quote
;================================SHINKU HADOUKEN LV2
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
velset = 0,0
anim = 615
ctrl = 0
sprpriority = 2

[State 1110, 4]
type = Explod
trigger1 = Animelem = 3
scale = .5,.5
anim = 631
postype = p1
bindtime = -1
supermove = 1
sprpriority = 3
pos = 0,0

[State 1110, Super Pause]
type = SuperPause
trigger1 = AnimElem = 3
darken = 0
time = 40
anim = -1
pos = 0,0
sound = s0,27
poweradd = -1000

[State 1110,explod]
type = explod
trigger1 = animelem = 3
anim = 6000
scale = .5,.5
pos = -11,-58
postype = p1
sprpriority = 4
supermove = 1
movetime = 1
bindtime = 1

;[State 1110, Background]
;type = BGPalFx
;trigger1 = time<= 0
;add = 0,0,255
;time = 45
;sinadd = 0,0,-255,190

[State 1110, 4]
type = Explod
trigger1 = AnimElem = 5
scale = .5,.5
anim = 620
postype = p1
bindtime = -1
sprpriority = 3
pos = 85,-69

[State 1110, Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 13

[State 1110, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 25

[State 1100, 1]
type = Helper
trigger1 = animelem = 5
helpertype = Normal
name = "ShinkuHadoukenMed"
ID = 1110
pos = 100,-65
size.xscale = .5
size.yscale = .5
postype = P1
sprpriority = 4
stateno = 1111
ownpal = 1
supermovetime = 0

[State 1110, End Super]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=======================================Shinku Hadouken Med Helper
[Statedef 1111]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 630
sprpriority = 4

[State 1111,no shadow]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1111, HitOverride] ; THANKS ANJEL!!
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 9999
time = 1
ignorehitpause = 1

[state 1111, velocity]
type = velset
trigger1 = time = 1
x = 6

[state 1111, velocity]
type = velset
trigger1 = movecontact
x = 2

[State 1111,explod]
type = explod
trigger1 = movehit
anim = 607
scale = .5,.5
pos = 0,-60
postype = p2
sprpriority = 3
bindtime = 1

[State 1111, Hits]
type = HitDef
trigger1 = 1
attr = S, NA
damage = 40, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 2,1
sparkno = -1 ; s9998
sparkxy = -10, -15
hitsound = s0,3
guard.sparkno = s607
guardsound = s0,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,0
airguard.velocity = -1,0
air.type = High
air.velocity = -1,0
air.hittime = 12
air.recovery = -1
getpower = 0
envshake.time = 20
envshake.ampl = 2
envshake.freq = 128
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
palfx.time = 25
palfx.add = -30,30,30
palfx.sinadd = 30,30,30,10
palfx.color = 0
palfx.invertall = 1

[State 1111, Get Rid Of]
type = destroyself
trigger1 = hitcount = 10

Statedef 1112]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 607
sprpriority = 4

[State 1111,no shadow]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1111, Get Rid Of]
type = destroyself
trigger1 = animtime = 0

HIT OVERRIDE STATE

Quote
[Statedef 9999]
type    = S
movetype= A
physics = N
anim = 607
sprpriority = 4
velset = 0,0

[State 9999, 3]
type = destroyself
trigger1 = animtime = 0

well can you tell me whats majorly wrong here?
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Re: Hit Override Help....Please?
#19  July 01, 2008, 01:42:00 am
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completely unrelated but still a tip, always try to organize your anims so they correspond to your statenos. it does no harm, anybody duplicating a few begin action entries in the air file.
Re: Hit Override Help....Please?
#20  July 01, 2008, 08:05:42 am
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first off my friend you used a hitdef, and not a projectile, listen


first you have the first part right to summon the helper,

then in the helper state the main animation should be the Hadoken animation without the clsn

[Statedef 1111]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 630<---the hadiken animation without any clsn, just the plain animation
sprpriority = 4


then you need a Projectile sctrl instead of a hit def, just use mine, i guess and modify it, to change the id. to the one you want and the animation, and don't forget to add projhits=???

then for the destrucion you don't eed a hittoveride, use a change state like i told you before. and the projectile animation in the scrl should just be add a new animation chage the time of it to -1, add blue clsn and red clsn, in the shape of shinku hadoken, then add that to sctrl projanim, this is called an invisble projectile the animation, still look's good though.


[State 0]<----you already know what this does
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 0]
type = ChangeState<-----this state changes, the helper to an fade away state when the projectile is gone projectile disappear,s after,  hitting so it will go to the state below sorta like a fake, hitoverride
triggerall = time > 1
trigger1 = !parent,numprojid(6010)<----triggers when the projectile with said id is gone.
value = 6016

the fade away state should just be, a statedef, with dersroyself when animtime=0, with whatever else you need to make it look accordingly.

Cheers,RajaBoy
Re: Hit Override Help....Please?
#21  July 01, 2008, 10:17:48 am
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Whereas i, knowing that helpers have their own variable set and you won't be wasting one by using it would use a variable counter to prevent projectile flicker.

As such

type = varset
trigger1 = time = 0 && prevstateno!= 9999
v = 0
value = 10

Then again
type = varadd
trigger1 = time = 0 && prevstateno = 9999
v = 0
value = -1

then in state 9999
trigger1 = var(0) <= 0 (or 1 depending on how many hits you're doing)

When the helper is destroyed the variable is destroyed with it. And of course, won't affect anything else anyway.


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: Hit Override Help....Please?
#22  July 01, 2008, 01:18:55 pm
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its not that the helper doesnt have a variable, its just that i rarely use variables. but thank you cyan. i'll try this after i get back from court.
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Re: Hit Override Help....Please?
#23  July 01, 2008, 01:31:05 pm
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its not that the helper doesnt have a variable, its just that i rarely use variables. but thank you cyan. i'll try this after i get back from court.

let me guess the 2 train to canal street?

or to brooklyn?
Re: Hit Override Help....Please?
#24  July 01, 2008, 09:19:48 pm
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nah, F to sutphen blvd. queens.
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Re: Hit Override Help....Please?
#25  July 01, 2008, 11:13:50 pm
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You want your shinku hadouken to do multiple hits ya?

Just do what I did. Stick a crap load of HitDefs in helper state. from my code.

[mcode]; Heavy Kikousho
[Statedef 1042]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1042
poweradd = -3000
sprpriority = 2

[State 1042, Cheating]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 30

[State 1042, Width]
type = Null;Width
trigger1 = BackEdgeBodyDist < 100
edge = 30,30
player = 0,0

[State 1042, SuperPause]
type = SuperPause
trigger1 = AnimElem = 3
time = 60
movetime = 60
anim = -1
sound = S4,1
darken = 1
unhittable = 1
p2defmul = 1
;sprpriority = 2

[State 1042, Hyper Circle Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 7017
pos = -33,-110
supermovetime = 50
ignorehitpause = 0
ownpal = 1
sprpriority = 5

[State 1042, CvS Hyper Charge Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 7018
pos = -33,-110
supermovetime = 50
ignorehitpause = 0
ownpal = 1
sprpriority = 5

[State 1042, AfterImage]
type = AfterImage
trigger1 = AnimElem = 1
Time = 75
TimeGap  = 3
FrameGap = 4
length = 10
PalBright = 1,1,1
PalContrast =  150,50,50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
ignorehitpause = 1

[State 1042,Helper]
type = Helper
trigger1 = AnimElem = 11
id = 1046
name = "Heavy Kikousho"
pos = 55,-69
postype = P1
stateno = 1046
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
size.xscale = 1
size.yscale = 1

[State 1042, Projectile]
type = Projectile
trigger1 = AnimElem = 11
projanim = 1043
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
projremovetime = 30
offset = 55,-69
projpriority = 1
projsprpriority = 4
ProjID = 1043

[State 1042, Cry]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0
channel = 0

[State 1042, Kikousho]
type = PlaySnd
trigger1 = AnimElem = 11
value = s9,4
channel = 0

[State 1042, Kikousho Wave]
type = PlaySnd
trigger1 = AnimElem = 11
value = s9,5

[State 1042, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Heavy Kikousho
[StateDef 1046]
movetype = A
anim = 1043
sprpriority = 1

[State 1046, VarSet]
type = VarSet
trigger1 = Time = 0
v = 32
value = 0

[State 1046, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP,SP,HP
StateNo = 1044
ignorehitpause = 1

[State 1046, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
air.recover = 0
p2facing = 1
forcestand = 1
getpower = 0,0
givepower = 0,0

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
air.recover = 0
p2facing = 1
forcestand = 1
getpower = 0,0
givepower = 0,0

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
air.recover = 0
p2facing = 1
forcestand = 1
getpower = 0,0
givepower = 0,0

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
air.recover = 0
p2facing = 1
forcestand = 1
getpower = 0,0
givepower = 0,0

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 18
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
air.recover = 0
p2facing = 1
forcestand = 1
getpower = 0,0
givepower = 0,0

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 22
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
air.recover = 0
p2facing = 1
forcestand = 1
getpower = 0,0
givepower = 0,0

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 26
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -3,-3
air.hittime = 12
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
air.recover = 0
p2facing = 1
forcestand = 1
getpower = 0,0
givepower = 0,0

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 30
attr = S, NA
damage = 40,5
animtype = Hard
air.animtype = Back
fall.animtype = Back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = s7004+(random%4)
guard.sparkno = s7012
sparkxy = -35, 0
hitsound = sifelse(hitcount, -1, 1), 3
guardsound = s10, 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6,-6
airguard.velocity = -1.9,-.8
air.type = Low
air.velocity = -7,-7
air.hittime = 12
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
getpower = 0,0
givepower = 0,0
envshake.time = 8
envshake.ampl = 4

[State 1046, HitSound]
type = PlaySnd
trigger1 = HitPauseTime = 0
trigger1 = MoveHit = 1 && HitCount > 1
value = S1,3
channel = 2
ignorehitpause = 1

[State 1046, DestroySelf]
type = DestroySelf
trigger1 = Time > 30
;---------------------------------------------------------------------------
; Kikousho Nullifier
[StateDef 1044]
type = S
movetype = A
physics = S
anim = 1044

[State 1044,HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AA,AT,AP,SP,HP
StateNo = 1044
ignorehitpause = 1

[State 1044,BindToParent]
type = BindtoParent
trigger1 = 1
facing = 1
pos = 0,0

[State 1044, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1044, DestroySelf]
type = DestroySelf
trigger1 = Time > 30

[State 1044, ChangeState]
type = ChangeState
trigger1 = Time > 35
value = 0
ctrl = 1
ignorehitpause = 1[/mcode]

You got your Stance....then you got your projectile animation with clsn over it....and then you got blank animation with a blue clns on it thats what nullifies projectiles.

p.s. that bitchmade NotHitBy Sctrl is there I know its my cheating because if I dont have it what i am trying to accomplish fails because I hate helpers for projectiles.
Re: Hit Override Help....Please?
#26  July 02, 2008, 02:19:28 am
  • ****
  • THE Atomic Runner
    • Guyana
    • Skype - ryon_persaud
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so mr.quak your saying i could copy and paste this? (giving you credit with in the copied codes of course)

and change the values it may work?

also.. so you place a projectile hidden with in the helper?? thats kinda odd.
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