Hey guys it's me! Same guy who had all of those problems with Fighter Factory before yes...I have a small problem, but to make it easier for people to help me with, I made a video of the problem this time around. Please click this link, and help me out here. ---http://www.youtube.com/watch?v=WsOMU2Mz8rEHere is my problem for those of you that don't want to watch the video.--------------------The problem is like this. I have the proper collision box's set for my standing sprites. They are the green collision box's so it covers ALL standing sprites, and only ONE punch connect's, and that is my "Stand Light Punch", but NO other attack connect's such as my "Stand Light Kick", and they ALL have a red collision box around the attack connecting area. What am I doing wrong?? Please watch video to see what I mean.--------------------I am SOOO close to finishing my first character "Even if he is goofy", but have this one problem now standing in my way.
Yep. I read the faq, but seeing as how I have made absolutely no moved for my character, and have been using KFM's presets, I can't see why mine is not working...
Your hitdef has to equal the animation element that the red hit box is in. Statetype = HitDeftrigger1 = AnimElem = 22 being the second frame of the animation.
Ok, I THINK I get what you are saying, but have no clue in what to change. Here is my Stand Light Kick code.--------------------; Standing Light Kick; CNS difficulty: easy[Statedef 230]type = Smovetype= Aphysics = Sjuggle = 4poweradd= 22ctrl = 0velset = 0,0anim = 230[State 230, 5]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1--------------------And my hit animation on my light kick is on image 3. What should I change?
I would have thought you'd have checked your stand light kick looked the same as your stand light punch first.Where the fuck is the hitdef?
I'm not sure. I have not edited anything. This came right from the KFM. Actually just a perfect copy of his data with replaced sprites. Here is my "Stand Light Punch".--------------------; Standing Light Punch; CNS difficulty: easy[Statedef 200]type = S ;State-type: S-stand, C-crouch, A-air, L-liedownmovetype= A ;Move-type: A-attack, I-idle, H-gethitphysics = S ;Physics: S-stand, C-crouch, A-airjuggle = 1 ;Number of air juggle points move takes;Commonly-used controllers:velset = 0,0 ;Set velocity (x,y) (Def: no change)ctrl = 0 ;Set ctrl (Def: no change)anim = 200 ;Change animation (Def: no change)poweradd = 20 ;Power to add (Def: 0)sprpriority = 2 ;Set layering priority to 2 (in front)[State 200, 1]type = HitDeftrigger1 = Time = 0attr = S, NA ;Attribute: Standing, Normal Attackdamage = 23, 0 ;Damage that move inflicts, guard damageanimtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)guardflag = MA ;Flags on how move is to be guarded againsthitflag = MAF ;Flags of conditions that move can hitpriority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit)pausetime = 8, 8 ;Time attacker pauses, time opponent shakessparkno = 0 ;Spark anim no (Def: set above)sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1hitsound = 5, 0 ;Sound to play on hitguardsound = 6, 0 ;Sound to play on guardground.type = High ;Type: High, Low, Trip (def: Normal)ground.slidetime = 5 ;Time that the opponent slides background.hittime = 12 ;Time opponent is in hit stateground.velocity = -4 ;Velocity at which opponent is pushedairguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))air.type = High ;Type: High, Low, Trip (def: same as ground.type)air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushedair.hittime = 12 ;Time before opponent regains control in air[State 200, 5]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1--------------------
Now, compare your stand light punch to your stand light kick. There is a giant glaring difference isn't there?
shamrock said, July 22, 2008, 11:10:53 pmIn the hitdef change trigger1 tootrigger1 = AnimElem = 3hes taking about his light kic, not editing his light punch.
Yea, I see your point. YES, I fixed the Light Kick, because most of the freaken code was missing! That's not all either! I have to do this with every other move to, because they all have most of the code missing as well. I have never even messed with constants until today so wtf!?
shamrock said, July 22, 2008, 11:19:32 pmHey cy his light punch works with this trigger?trigger1 = Time = 0am I crazy or should this not?thats basic coding dude, that makes any sprite in the animation with red clsn box the trigger..
Hitdefs tend to be activated things. Time = 0 will trigger and then the hitdef "waits" until it can hit. Totally normal. Odd, but normal. That little bit of logic confused me at one point. Easier just to make use of it, and ignore it.Silvess: You can't possibly be editing default KFM, he has the hitdefs. You might be using FF's shitty template though.
Cyanide said, July 22, 2008, 11:24:32 pmHitdefs tend to be activated things. Time = 0 will trigger and then the hitdef "waits" until it can hit. Totally normal. Odd, but normal. That little bit of logic confused me at one point. Easier just to make use of it, and ignore it.Silvess: You can't possibly be editing default KFM, he has the hitdefs. You might be using FF's shitty template though.Good to know does time = 0 work if you have more then one hitdef in a state? Like a combo move?
I think I know what the problem is. YES this is from KFM, but I deleted my first KFM just thinking that he was a waste of space, but when I needed to re download him, I got a new one from esnips. That site is very untrustworthy, and a lot of character's I get there seem to be messed up or uncomplete.Here is two more odd problems that I don't get.1. My guy's sprite 0 in group 8000 work's just fine for the player, but when my guy is facing himself, his face box on the opponents right side corner look's all black, and messed up.2. Everytime I punch or kick, I hear the punch sound play, but what's odd is that I only have one sound in my entire sound list, and NONE of them are the punch sound. Where is it drawing it's sound from? lol this is wack..
Silvess said, July 22, 2008, 11:33:46 pmI think I know what the problem is. YES this is from KFM, but I deleted my first KFM just thinking that he was a waste of space, but when I needed to re download him, I got a new one from esnips. That site is very untrustworthy, and a lot of character's I get there seem to be messed up or uncomplete.Here is two more odd problems that I don't get.1. My guy's sprite 0 in group 8000 work's just fine for the player, but when my guy is facing himself, his face box on the opponents right side corner look's all black, and messed up.2. Everytime I punch or kick, I hear the punch sound play, but what's odd is that I only have one sound in my entire sound list, and NONE of them are the punch sound. Where is it drawing it's sound from? lol this is wack..My guess on 1 is that player two is using a different pallet.2. The answer to your question is in the code. Look at the sound in the code and it will tell you where you are getting the sound from.
Well it say's the hitsound is 5, 0, but I don't even have a 5, 0! I only have a 1, 0, and a 2, 0. Strange, and I have been looking to see what is causing. I also can't seem to change my hitsound to any of my own sounds...
Erm...no I did not no that. I am still a little new to Mugen, but that don't explain why I can't change my hitsound to one of my own...I can play my sound like this---type = PlaySndtrigger1 = Time = 1value = 1, 0But not like this---hitsound = 1, 0Only 5, 0 work's with the hit sound, and none of mine.
Try using an S in front of it.This is explained inside the docsmugen\docs\sctrls.html. Look up hitdef.
Thank's guy's, I got it. My first character is almost done in his basic moves. All of his sprites are now complete. I think special's are going to require some work though.