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Problem with hit sparks (Read 1301 times)

Started by Synck, July 24, 2016, 04:52:04 pm
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Problem with hit sparks
#1  July 24, 2016, 04:52:04 pm
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  • a.k.a DuckSS
    • https://synckmugencentral667.000webhostapp.com/
Well I wanted to make a Super Laser Eyes attack for my character, but it turns out that there's no hitsparks in attack.

This is how it looks:


Well I have a full code of this attack, so could you please find me the solution how to fix this?

Code:
Spoiler, click to toggle visibilty
Last Edit: July 24, 2016, 09:11:04 pm by DuckSS
Re: Problem with hit sparks
#2  July 24, 2016, 04:59:11 pm
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  • Furry Fighting Game Trash
    • Canada
Your hitdefs have this on them, the -1 is disabling them.

sparkNo = -1
guard.SparkNo = -1

Just change them into a valid number.
Re: Problem with hit sparks
#3  July 24, 2016, 05:01:58 pm
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  • a.k.a DuckSS
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Your hitdefs have this on them, the -1 is disabling them.

sparkNo = -1
guard.SparkNo = -1

Just change them into a valid number.

That doesn't work dude, I need to have helpers for that (and they're already made), so hitspark helpers needs to be edited with a reason.
These Hitsparks are Pots Hitsparks, not the normal ones.
Re: Problem with hit sparks
#4  July 24, 2016, 05:11:31 pm
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  • Furry Fighting Game Trash
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Oh this is what you're talking about. My bad.
Spoiler, click to toggle visibilty
I just tested your code out in a helper and it seems to work just fine.

Does the debug say anything, like an invalid helper?
Re: Problem with hit sparks
#5  July 24, 2016, 05:49:17 pm
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  • a.k.a DuckSS
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Well spark can be shown if the laser hits for the first time, but it doesn't work for other hits.
Re: Problem with hit sparks
#6  July 24, 2016, 06:14:28 pm
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  • Furry Fighting Game Trash
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So your main problem is that the helper can only detect one hit...

A very inefficient way I have found is to put an id into your hitdefs and putting this into your trigger
Spoiler, click to toggle visibilty
and then copying the helper again for another HitID

EDIT: Taking a look from DivineWolf's characters, I found that this trigger also works, but only shows one hitspark for guard
Spoiler, click to toggle visibilty
Which is better than what I suggested
Last Edit: July 24, 2016, 06:23:21 pm by McDucky Potatoes
Re: Problem with hit sparks
#7  July 24, 2016, 07:14:17 pm
  • ******
Code:
[State 1035, HitSpark]
type = Helper
trigger1 = movecontact && numtarget
trigger1 = (target, movetype = H) && !(target, time)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8020)
ID = 8000
name = "Spark"
posType = P1
pos = ceil(p2dist X),-30
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
persistent = 0
ignoreHitPause = 1

You have persistent set to 0, that's why it'll only trigger once. Setting it to 1 should do it.
Re: Problem with hit sparks
#8  July 24, 2016, 09:10:53 pm
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  • a.k.a DuckSS
    • https://synckmugencentral667.000webhostapp.com/
Damn, I totally forgot about persistent >_<
Anyway thanks :) Case closed!