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Launching Punch (Read 1068 times)

Started by Liquid27, November 19, 2007, 10:02:11 pm
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Launching Punch
#1  November 19, 2007, 10:02:11 pm
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Hey, how do you edit your character to do a launching so that the oppontent goes up into the air? I'm trying to do that for charlie in Street Fighter.
Re: Launching Punch
#2  November 19, 2007, 10:35:24 pm
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Give the hitdef higher hitvels -_-
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Launching Punch
#3  November 20, 2007, 01:34:23 am
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remember that up is -
Re: Launching Punch
#4  November 20, 2007, 02:04:54 am
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  • Fuck Windows 8!!!! I use adult OSes to work!!!
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Modify the following line in your hitdef:

ground.velocity = 0, -17.5

The second parameter is the y vel parameter, play with this ultil you get something that satifies your needs, of course, if the oponent is on air you can use something like:

air.velocity = 0, ifelse((enemy, Pos Y > -70), -16.5, -14)

To regulate air velocities...

See ya!!!! :D
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Re: Launching Punch
#5  November 20, 2007, 06:33:55 pm
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Ok it worked...

Quote
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420

[State 420, Width]
type = Width
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 6, < 0
value = 20,0

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 60, 0
animtype = Up
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 14
sparkno = 2
sparkxy = -10, -80
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -0,-9
airguard.velocity = 0,-11
air.type = High
air.velocity = -0,-7
air.hittime = 18

[State 420, 2]
type = HitDef
trigger1 = MoveContact = 0
trigger1 = AnimElem = 3
attr = C, NA
damage = 60, 0
animtype = Up
guardflag = L
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 14
sparkno = 2
sparkxy = -10, -110
hitsound = S2, 3
guardsound = S2, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
[glow=red,2,300]ground.velocity = 0,-9[/glow]
airguard.velocity = -2,-1
air.type = High
air.velocity = -0,-7
air.hittime = 18
down.velocity = 0,-12
air.juggle = 7

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

Now I just want to edit charlie so that right when he strikes the opponent with the launching punch charlie jumps to catch on to the opponent.

Does anyone know how to interrupt the launching punch to an instant jump?

Thanks guys.
Last Edit: November 20, 2007, 09:23:18 pm by Liquid27
Re: Launching Punch
#6  November 20, 2007, 09:12:32 pm
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Changestate to state 40, then you may or may not want to modify state 40 for the jump to be suitable.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Launching Punch
#7  November 20, 2007, 09:31:44 pm
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Changestate to state 40, then you may or may not want to modify state 40 for the jump to be suitable.

Changestate to state 40?
The state for crouching is 40.

Quote
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
trigger1 = Var(5) = 0
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

Do you want me to add something in the jump start?
Re: Launching Punch
#8  November 20, 2007, 11:12:41 pm
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Quote
The state for crouching is 40.
Uh ? Crouch is 10 & 11.
If you want your character to automatically jump right after the attack, send him to state 40 instead of state 0 if the hit was successful.
The tweaks you might want to do to the jump state could be about the y velocity, to make sure you don't jump higher than the opponent, or not high enough. Make sure that change is only valid if you're coming from your attack state, of course, to avoid affecting your normal jump too.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Launching Punch
#9  November 21, 2007, 01:17:52 am
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 ??? So how is it in state 0? I thought it was in state 40. Sorry for acting like a noob.
Re: Launching Punch
#10  November 21, 2007, 01:28:16 am
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in st-1

type =n changestate
valyue =asdsa50lry
trigger1|12321312 = stateyes equal 420 ANd movecontact

let's see if you can figure it out ...
Re: Launching Punch
#11  November 21, 2007, 11:12:17 am
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o_O


Liquid27 : IN THE STATE OF YOUR ATTACK, there must be a changestate to state 0. Modify it so that it sends you to state 40 instead. don't TOUCH state 40 UNTIL you've done that.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Launching Punch
#12  November 21, 2007, 03:31:06 pm
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in st-1

type =n changestate
valyue =asdsa50lry
trigger1|12321312 = stateyes equal 420 ANd movecontact

Quote
[State 420, 3]
type = ChangeState
value = 40
trigger1 = stateno = 420 & movecontact

Well it worked, although it makes the jump manditory. If only you can make the jump optional. That's ok. Thanks R[E]ika and Baiken.
Re: Launching Punch
#13  November 21, 2007, 03:46:05 pm
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Well your question sounded like you wanted it to be so.
If you want to make it optionnal upon pressing up, change
trigger1 = stateno = 420 & movecontact
for
trigger1 = stateno = 420 & movecontact && command = "holdup"
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.