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Multiple Air Attack Problems (Read 1376 times)

Started by MUGENforever, February 10, 2008, 07:27:31 am
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Multiple Air Attack Problems
#1  February 10, 2008, 07:27:31 am
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Problems
1) For some reason he won't follow through with the attack, as soon as I press the button he stops going forward or back and drops straight down.
2) Whenever I execute a punch in the Air, for some reason he stops comming down and jsut stays in the air.
3) My kick attacks loop and repeat, but my punches don't.  (I don't want the kicks to loop).

CNS for air attacks, CMD is folled after.

CNS______________________________
;-------------------------------------
;Air Light Punch
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 7
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;Air Medium Punch
[StateDef 601]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 201
poweradd = 40
sprpriority = 2

[State 601, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 601, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;Air Hard Punch
[StateDef 602]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 202
poweradd = 65
sprpriority = 2

[State 602, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 602, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Air Light Kick
[StateDef 604]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 204
poweradd = 20
sprpriority = 2

[State 604, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 7
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

;------------------------------
;Air Medium Kick
[StateDef 605]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 205
poweradd = 20
sprpriority = 2

[State 605, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 8
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

;------------------------------
;Air Hard Kick
[StateDef 606]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 206
poweradd = 20
sprpriority = 2

[State 606, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 65
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12



CMD______________________

[command]
name = "Air Hard Kick"
command = c
time = 15

[command]
name = "Air Medium Kick"
command = b
time = 15

[command]
name = "Air Light Kick"
command = a
time = 15

[command]
name = "Air Hard Punch"
command = z
time = 15

[command]
name = "Air Medium Punch"
command = y
time = 15

[command]
name = "Air Light Punch"
command = x
time = 15


[Statedef -1]

;Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 606
triggerall = command = "c"
trigger1 = (statetype = a) && ctrl

;Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 605
triggerall = command = "b"
trigger1 = (statetype = a) && ctrl

;Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 604
triggerall = command = "a"
trigger1 = (statetype = a) && ctrl

;Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 602
triggerall = command = "z"
trigger1 = (statetype = a) && ctrl

;Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 601
triggerall = command = "y"
trigger1 = (statetype = a) && ctrl

;Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = (statetype = a) && ctrl
Last Edit: February 10, 2008, 08:23:40 am by MUGENforever
Re: Multiple Air Attack Problems
#2  February 10, 2008, 07:41:30 am
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Remove the velset = 0,0 line

As for your multi air attacks, add this

[mcode]
[State 640, 2]
type = CtrlSet
trigger1 = Time = 40
value = 1[/mcode]


instead of

[mcode][State 602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1[/mcode]

You should also check out your AIR file and add -1 to the last frame in the ticks area of the CLSN data.

Oh and you forgot to add the end states at the end of your kick anims too.
Re: Multiple Air Attack Problems
#3  February 10, 2008, 07:47:34 am
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That fixed problem 1, thank you very much, now I still got problem 2 and 3.

2) Whenever I execute a punch in the Air, for some reason he stops comming down and jsut stays in the air.
3) My kick attacks loop and repeat, but my punches don't. (I don't want my kicks to loop either).

You know I'm using Fighter Factory to make the character and I wouldn't expect for there to be extra codes that aren't need when it inputs the coding for you.
Last Edit: February 10, 2008, 08:23:56 am by MUGENforever
Re: Multiple Air Attack Problems
#4  February 10, 2008, 07:51:00 am
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Well, all that

[mcode][State 640, 2]
type = CtrlSet
trigger1 = Time = 40
value = 1[/mcode]

does is define when you gain control back, the Time trigger uses game ticks, so you'll gain control back 40 ticks after the animation ends.

Check my edit too. I'm using KOF values, btw, so you'll probably want to change some things to suit whatever character it is you're making.
Re: Multiple Air Attack Problems
#5  February 10, 2008, 08:08:36 am
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Is that -1 required for th last frame of the air file or is there a way around that?  I was using the sam animation for my standing punches as I was for my air punches, thats why I ask.  I guess I'll go and replicate them, but it will help to know for future characters.
Re: Multiple Air Attack Problems
#6  February 10, 2008, 08:26:08 am
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Ok, After I do an attack now, he just holds the pose till he hits the floor, I wouldn't mind that, except that he can't hurt the enemy except at the first point when he does the attack.

Also if I jump straight up and do an attack, he will land in the pos of that attack and stay like that until I press left or right, CNS looks like this.

CNS____________________

;------------------------------
;Air Hard Kick
[StateDef 606]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 606
poweradd = 65
sprpriority = 2

[State 606, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 65
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 606, end]
type = ChangeState
trigger1 = AnimTime = 1
value = 1
ctrl = 1
Last Edit: February 10, 2008, 08:42:31 am by MUGENforever
Re: Multiple Air Attack Problems
#7  February 10, 2008, 08:36:17 am
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He gets stuck in the air? Meaning he doesn't fall? That's probably because you didnt set a Statetype in the CMD.

Add a
[mcode]triggerall = statetype = A[/mcode]

In the CMD blocks of each air move. Probably want to do a

[mcode]triggerall = statetype = S[/mcode]

For standing attacks as well.
Re: Multiple Air Attack Problems
#8  February 10, 2008, 08:44:11 am
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he didn't fall because the velset coding got back in there somehow after I deleted it so I took that out, I edited my last post because I didn't want to post three times in a row, but here is a repost of the edit.



Ok, After I do an attack now, he just holds the pose till he hits the floor, I wouldn't mind that, except that he can't hurt the enemy except at the first point when he does the attack.

Also if I jump straight up and do an attack, he will land in the pos of that attack and stay like that until I press left or right, CNS looks like this.

CNS____________________

;------------------------------
;Air Hard Kick
[StateDef 606]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 606
poweradd = 65
sprpriority = 2

[State 606, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 65
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 606, end]
type = ChangeState
trigger1 = AnimTime = 1
value = 1
ctrl = 1
Re: Multiple Air Attack Problems
#9  February 10, 2008, 08:47:29 am
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[mcode][State 606, end]
type = ChangeState
trigger1 = AnimTime = 1
value = 1
ctrl = 1[/mcode]

Get rid of the "value =" line
Re: Multiple Air Attack Problems
#10  February 10, 2008, 08:50:38 am
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I'm afraid I can't do that, I get a very long worded error, but if you would like to knwo what the error is, jsut ask and I'll post it.
Re: Multiple Air Attack Problems
#11  February 10, 2008, 08:51:30 am
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Change it to Value = 0 then. FighterFactory is weird.
Re: Multiple Air Attack Problems
#12  February 10, 2008, 08:53:39 am
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If I change the value to 0, then he gets stuck in the air after the attack :(
Re: Multiple Air Attack Problems
#13  February 10, 2008, 08:55:10 am
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Check to make sure you have fall and land animations in the AIR then. I've done everything I can think of, sorry.
Re: Multiple Air Attack Problems
#14  February 10, 2008, 08:58:56 am
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Oh wait, it might be your CMD.

Try change those triggers to something like this:

[mcode][State -1, Jumping Weak Kick]
type = ChangeState
value = 630
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl[/mcode]
Re: Multiple Air Attack Problems
#15  February 10, 2008, 09:04:38 am
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Re: Multiple Air Attack Problems
#16  February 10, 2008, 09:05:39 am
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Just remove the last ChangeState blocks altogether from your air attacks in your CNS

You're telling mugen to stand as soon as you finish the state, regardless if you're on the ground or air
Re: Multiple Air Attack Problems
#17  February 10, 2008, 09:06:03 am
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Another alternative.....

in your air punch states add,

[mcode][state xxxxx, Changestate]
type = changestate
trigger1 = animtime = 0
value = xxxxx ; <---- jump down from air attack stateno
ctrl = 0[/mcode]

Make a statedef where your character uses a jump down animation

[mcode][statedef xxxxx]; <---- jump down from air attack stateno
type = a
movetype = i
physics = a
anim = "jump down anim no here"
crtl = 0

[state xxxxx, Changestate]
type = changestate
trigger1 = pos y > 0
value = 52 ;<--- jump land stateno
ctrl = 0[/mcode]
Re: Multiple Air Attack Problems
#18  February 10, 2008, 09:07:04 am
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\o/
Re: Multiple Air Attack Problems
#19  February 10, 2008, 09:08:23 am
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I did what vinny said, I'm just left with one last problem now, once he hits the floor he gets stuck in the air pose till i press another button.
Last Edit: February 10, 2008, 09:12:44 am by MUGENforever
Re: Multiple Air Attack Problems
#20  February 10, 2008, 09:13:16 am
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try the changestate I mentioned in your current air attack state,

[mcode][state 0, Changestate]
type = changestate
trigger1 = pos y > 0
value = 52
ctrl = 0[/mcode]
Re: Multiple Air Attack Problems
#21  February 10, 2008, 09:19:24 am
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nothign happens/chages when I add that.
Re: Multiple Air Attack Problems
#22  February 10, 2008, 09:24:29 am
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Post the air file animations for those states.

Also, I'd take what TempesT said about CtrlSet, it should work.
KFM has this code block and it works.
Last Edit: February 10, 2008, 09:27:34 am by VinnyJ
Re: Multiple Air Attack Problems
#23  February 10, 2008, 09:26:50 am
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 ???

[mcode][State 600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1[/mcode]

was this removed before you add the changestate i posted?
Re: Multiple Air Attack Problems
#24  February 10, 2008, 09:37:10 am
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Yes, I added it back though aand tried, I thought it worked, but it didn't.  Here is the air files for air attacks.

AIR___________________

;Air Light Punch
[Begin Action 600]
Clsn2: 1
  Clsn2[0] = -23, -108, 23, -38
605,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 20, -97, 55, -64
Clsn2: 1
  Clsn2[0] = -27, -108, 20, -38
605,1, 0,0, 8
Clsn1: 1
  Clsn1[0] = 20, -97, 55, -64
Clsn2: 1
  Clsn2[0] = -27, -108, 20, -38
605,1, 0,0, -1


;Air Medium Punch
[Begin Action 601]
Clsn2: 1
  Clsn2[0] = -44, -109, 22, -44
615,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 4, -94, 61, -62
Clsn2: 1
  Clsn2[0] = -31, -107, 17, -46
615,1, 0,0, 8
Clsn1: 1
  Clsn1[0] = 4, -94, 61, -62
Clsn2: 1
  Clsn2[0] = -31, -107, 17, -46
615,1, 0,0, -1


;Air Hard Punch
[Begin Action 602]
Clsn2: 1
  Clsn2[0] = -25, -109, 22, -38
740,1, 0,0, 3
Clsn1: 1
  Clsn1[0] = 17, -95, 47, -52
Clsn2: 1
  Clsn2[0] = -30, -105, 18, -42
740,2, 0,0, 5
Clsn2: 1
  Clsn2[0] = -24, -108, 21, -43
740,1, 0,0, 2
Clsn1: 1
  Clsn1[0] = 2, -89, 51, -58
Clsn2: 1
  Clsn2[0] = -30, -107, 14, -45
740,3, 0,0, 5
Clsn1: 1
  Clsn1[0] = 2, -89, 51, -58
Clsn2: 1
  Clsn2[0] = -30, -107, 14, -45
740,3, 0,0, -1


;Air Light Kick
[Begin Action 604]
Clsn2: 1
  Clsn2[0] = -24, -112, 32, -48
400,0, 0,-50, 3
Clsn1: 3
  Clsn1[0] = 14, -98, 36, -78
  Clsn1[1] = 26, -70, 66, -47
  Clsn1[2] = 1, -80, 39, -57
Clsn2: 1
  Clsn2[0] = -20, -105, 15, -48
410,0, 0,-50, 7
Clsn1: 3
  Clsn1[0] = 14, -98, 36, -78
  Clsn1[1] = 26, -70, 66, -47
  Clsn1[2] = 1, -80, 39, -57
Clsn2: 1
  Clsn2[0] = -20, -105, 15, -48
410,0, 0,-50, -1


;Air Medium Kick
[Begin Action 605]
Clsn2: 1
  Clsn2[0] = -22, -114, 36, -48
400,0, 0,-50, 3
Clsn1: 1
  Clsn1[0] = 6, -74, 76, -47
Clsn2: 1
  Clsn2[0] = -22, -112, 25, -46
400,1, 0,-50, 8
Clsn1: 1
  Clsn1[0] = 6, -74, 76, -47
Clsn2: 1
  Clsn2[0] = -22, -112, 25, -46
400,1, 0,-50, -1


;Air Hard Kick
[Begin Action 606]
Clsn2: 1
  Clsn2[0] = -28, -109, 27, -46
620,0, 0,0, 3
Clsn1: 2
  Clsn1[0] = 69, -65, 95, -46
  Clsn1[1] = 21, -92, 69, -48
Clsn2: 2
  Clsn2[0] = -34, -72, -14, -48
  Clsn2[1] = -15, -108, 23, -47
620,1, 0,0, 6
Clsn1: 2
  Clsn1[0] = 69, -65, 95, -46
  Clsn1[1] = 21, -92, 69, -48
Clsn2: 2
  Clsn2[0] = -34, -72, -14, -48
  Clsn2[1] = -15, -108, 23, -47
620,1, 0,0, -1


Here is the CNS for an air atatck, didn't post them all cause they're basically the same with diff animations and stuff.

CNS_____________________________

;------------------------------
;Air Hard Kick
[StateDef 606]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 606
poweradd = 65
sprpriority = 2

[State 606, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 65
animtype = Light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

Here is the CMD

CMD_________________

[command]
name = "Air Hard Kick"
command = c
time = 15

[command]
name = "Air Medium Kick"
command = b
time = 15

[command]
name = "Air Light Kick"
command = a
time = 15

[command]
name = "Air Hard Punch"
command = z
time = 15

[command]
name = "Air Medium Punch"
command = y
time = 15

[command]
name = "Air Light Punch"
command = x
time = 15

[Statedef -1]

;Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 606
triggerall = command = "c"
triggerall = statetype = a
trigger1 = (statetype = a) && ctrl

;Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 605
triggerall = command = "b"
trigger1 = (statetype = a) && ctrl

;Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 604
triggerall = command = "a"
trigger1 = (statetype = a) && ctrl

;Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 602
triggerall = command = "z"
trigger1 = (statetype = a) && ctrl

;Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 601
triggerall = command = "y"
trigger1 = (statetype = a) && ctrl

;Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = (statetype = a) && ctrl


Thanks for the help everyone, I'm gonna call it a night, see you tomorrow, hopefully womeone has the solution by then.
Re: Multiple Air Attack Problems
#25  February 10, 2008, 09:43:18 am
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;Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 606
triggerall = command = "c"
triggerall = statetype = a <--- thats not needed.
trigger1 = (statetype = a) && ctrl
Re: Multiple Air Attack Problems
#26  February 10, 2008, 05:23:49 pm
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i know what the problem is, but is better if you first say how do yo want your air attacks to behave. do you want to be able to do more aerial attacks  after the current one is over (like the vs series games) or do you want to be able to do just one aerial attack (like sf and kof games) ?

for case 1, you want to have a finite animation, that does not end on -1, and in the cns you will have a change state to state 50 with ctrl = 1.
for case 2 you just delete the changestate and instead make the animation infinite by either putting -1 in the end, changing to an alt animation or putting the frames of the alt animation in the end of the regular attack animation.
Re: Multiple Air Attack Problems
#27  February 10, 2008, 06:39:26 pm
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I was going for case 1 where my character can swing more than once in the air.

If I take out the -1 at the end of the air file, the character, doesn't get stuck once he hits the ground, but his attack loops over and over in the air.
Last Edit: February 10, 2008, 06:51:37 pm by MUGENforever
Re: Multiple Air Attack Problems
#28  February 10, 2008, 07:34:37 pm
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hey man here is my jumping medium kick code,

; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2


[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S3,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4


notice theres no changestate, thats what works for me, try it out, obviously edit it to your needs. also in the animations section in fighter factory (whilst using this code) if on the last frame of the attack you also click loopframe, it tends to just do the move once, and with this code it "should" work, i havent had any problems using it
Re: Multiple Air Attack Problems
#29  February 10, 2008, 07:59:34 pm
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Thank you so much, it works now, I took out the -1 from the animation and clicked loopframe and it works, thank you and everyone else for the help.