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I've been debugging this error for 4 hrs....projectiles (Read 4487 times)

Started by #Shaun, September 21, 2007, 04:31:18 pm
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I've been debugging this error for 4 hrs....projectiles
#1  September 21, 2007, 04:31:18 pm
  • *****
  • corner push pusher
I'm using three different types of the same projectile sprite. The player movement shows up, but NOT THE PROJECTILE.  Someone PLEASE help.


Animation of fighter performing the projectile
Code:
;Specials (DB POW Motion)
[Begin Action 2501]
Clsn2: 3
  Clsn2[0] = -33, -22, 49, -2
  Clsn2[1] = -33, -41, 29, -21
  Clsn2[2] = -19, -95, 14, -3
2500,0, 0,0, 3
Clsn2: 3
  Clsn2[0] = -39, -17, 51, -4
  Clsn2[1] = -30, -35, 40, -12
  Clsn2[2] = -20, -86, 19, -1
2500,1, 0,0, 3
Clsn2: 2
  Clsn2[0] = -30, -31, 55, -1
  Clsn2[1] = -4, -70, 25, -1
2500,2, 0,0, 13


Animation of the projectile itself
;Specials (DB POW Projectile)
[Begin Action 2903]
2900,0, 0,0, 1
2900,1, 0,0, 1
Clsn1: 1
  Clsn1[0] = -26, -47, 25, -3
Clsn2: 1
  Clsn2[0] = -26, -46, 25, -2
2900,2, 0,0, 1
Clsn1: 1
  Clsn1[0] = -28, -116, 26, 1
Clsn2: 1
  Clsn2[0] = -28, -116, 26, 1
2900,3, 0,0, 1
Clsn1: 1
  Clsn1[0] = -28, -10002, 31, 1
Clsn2: 1
  Clsn2[0] = -28, -10001, 30, 1
2900,4, 0,0, 1
Clsn1: 1
  Clsn1[0] = -30, -10000, 30, 3
Clsn2: 1
  Clsn2[0] = -30, -10002, 31, 3
2900,5, 0,0, 1
Clsn1: 1
  Clsn1[0] = -28, -10007, 33, -2
Clsn2: 1
  Clsn2[0] = -28, -10008, 33, -2
2900,4, 0,0, 1
Clsn1: 1
  Clsn1[0] = -29, -10001, 32, 4
Clsn2: 1
  Clsn2[0] = -29, -10005, 32, 0
2900,5, 0,0, 1
Clsn1: 1
  Clsn1[0] = -28, -10001, 33, 4
Clsn2: 1
  Clsn2[0] = -28, -10003, 33, 2
2900,4, 0,0, 1
Clsn1: 1
  Clsn1[0] = -28, -10002, 32, 4
Clsn2: 1
  Clsn2[0] = -29, -10003, 32, 2
2900,5, 0,0, 1
Clsn1: 1
  Clsn1[0] = -28, -10004, 32, 1
Clsn2: 1
  Clsn2[0] = -28, -10006, 32, 1
2900,4, 0,0, 1
Clsn1: 1
  Clsn1[0] = -31, -10005, 33, 0
Clsn2: 1
  Clsn2[0] = -30, -10006, 32, -1
2900,5, 0,0, 1
2900,6, 0,0, 2
2900,7, 0,0, 2
2900,8, 0,0, 3
2900,9, 0,0, 3
2900,10, 0,0, 3
2900,11, 0,0, 4



The CNS code
=============
; Specials (DB POW)
[Statedef 2900]
type = S
movetype = A
physics = S
anim = 2501
juggle = 11
velset = 0,0
ctrl = 0

;[State 2900, 1]
;type = playsnd
;trigger1 = animelem = 5, =1
;value = 5,6
;volume = 40

[State 2900, 2]
type = playsnd
trigger1 = Time = 0
;trigger1 = animelem = 5, =1
value = 6,0
volume = 40

[State 2900, FS];foreground superspark
type = Explod
trigger1 = Time = 0
anim = 1351
id   = 1351
pos = -37,-138
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1

[State 2900, BGS];background superspark
type = Explod
trigger1 = Time = 0
anim = 1352
id   = 1352
pos = -37,-138
postype = p1
supermove = 1
bindtime = 30
ontop = 0
ownpal = 1

[State 2900, 4]
type = Projectile
trigger1 = AnimElem = 5,=1
attr = S, HP
projID = 2903
projanim = 2903
projshadow = 68,68,68
projremove = 0
projremovetime = 20
projpriority = 9999
offset = 70,10
velocity = .000001
ownpal = 1
damage = 120,30
animtype = diagup
hitflag = MAFP
guardflag = M
pausetime = 0,14
sparkno = S1040
sparkxy = 0,-50
guard.sparkno = S1042
hitsound = S280,0
guardsound = S200,3
ground.type = Low
ground.slidetime = 14
ground.hittime  = 19
air.hittime = 100
ground.velocity = -1,-10
guard.velocity = -9
air.velocity = -1,-7
down.velocity = -1,-2
air.fall = 1
getpower = 40,40
givepower = 30,30
fall = 1
fall.recover = 0
air.juggle = 11

[State 2900, 5]
type = Projectile
trigger1 = AnimElem = 5
attr = A, SP
projID = 2903
projanim = 2903
projshadow = 68,68,68
projremove = 0
projremovetime = 20
projpriority = 9999
offset = 70,10
velocity = .000001
ownpal = 1
damage = 120,30
animtype = diagup
hitflag = A
guardflag = M
pausetime = 0,14
sparkno = S1040
sparkxy = 0,-50
guard.sparkno = S1042
hitsound = S280,0
guardsound = S200,3
ground.type = High
ground.slidetime = 14
ground.hittime  = 19
air.hittime = 100
ground.velocity = -1,-10
guard.velocity = -9
air.velocity = -1,-7
down.velocity = -1,-2
air.fall = 1
getpower = 40,40
givepower = 30,30
fall = 1
fall.recover = 0
air.juggle = 11

[State 2900, 6]
type = Explod
trigger1 = animelem = 5,=1
trigger2 = animelem = 5,=4
id = 61
anim = F61
pos = 70,10
sprpriority = -1
ownpal = 1
removeongethit = 1
removetime = 14

[State 2900, 7]
type = envshake
trigger1 = animelem = 5,=1
time = 16
ampl = -4

[State 2900, 8]
type = playsnd
trigger1 = time = 0
value = 6,0
volume = 60

[State 2900, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1]



The CMD
Code:
;Specials (DB POW Projectile)
[State -1, Specials (DB POW Projectile)]
type = ChangeState
value = 2900; animation file of projectile
Triggerall = command = "QCF_X"
Triggerall = Command != "holddown"
ctrl = 1
Trigger1 = StateType = S

I've copy+paste all this two more times, one # higher to each group # and action # to represent new states for the other projectiles (with QCF_Y and Z for the cmds obviously). 

WTF GIVES?
Last Edit: September 21, 2007, 06:18:25 pm by #Shaun
Re: I've been debugging this error for 4 hrs....projectiles
#2  September 21, 2007, 04:33:18 pm
  • *****
  • corner push pusher
The motion is showing up, but not this projectile.


I had to shorten the DB for the sake of this topic loading correctly, but yall know what they really look like in full effect.
Last Edit: September 21, 2007, 05:54:51 pm by #Shaun
Re: I've been debugging this error for 4 hrs....projectiles
#3  September 21, 2007, 04:34:22 pm
  • ******
  • Just a butcher on a mission
    • www.justnopoint.com/lbends
Try animelemtime(Frame of animation) = 0 as a trigger for the projectile.
Re: I've been debugging this error for 4 hrs....projectiles
#4  September 21, 2007, 04:46:45 pm
  • *****
  • corner push pusher
Will do.

FYI, my projID, projanim, vaules in the CMD and so forth aren't wrong are they? I kept thinking that that's what it was, but I'm sure I double checked all that...
Re: I've been debugging this error for 4 hrs....projectiles
#5  September 21, 2007, 06:07:23 pm
  • ******
  • Just a butcher on a mission
    • www.justnopoint.com/lbends
I don't have the docs with me right now so I hypothesize that your trigger is not going off.
I only gave your code a quick lookover.
Re: I've been debugging this error for 4 hrs....projectiles
#6  September 21, 2007, 06:15:45 pm
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  • [E]
    • Mexico
I don't have the docs with me right now so I hypothesize that your trigger is not going off.
I only gave your code a quick lookover.

http://mugenguild.com/docs/

do not use animelem trigger, as someone already pointed out. actually, try to take out all the parameters in the projectile but animation and damage as see what happens, then add them one by one.

i suggest you to read the docs while adding the parameters because you have several wrong ones.
Last Edit: September 21, 2007, 06:19:40 pm by R[E]ika
Re: I've been debugging this error for 4 hrs....projectiles
#7  September 21, 2007, 06:29:35 pm
  • *****
  • corner push pusher
Well once again I won't be able to find out my results until I get home l8r on.  If I get anymore problems I'm gonna have to have 4 straight shots of jager to cool me down  :ninja:

BTW guys, thanks for the feedback!
Last Edit: September 21, 2007, 06:43:42 pm by #Shaun
Re: I've been debugging this error for 4 hrs....projectiles
#8  September 22, 2007, 04:04:42 pm
  • *****
  • corner push pusher
Well I finally fixed the damn thing, but not exactly how it was described here.  The problem was in fact the triggers, but I just did a trigger1 = time = 1.  The parameters are perfectly fine.  Anyway, now that I've solved this I should be able to release him later next week (gotta finish up on three more serious supers).

Once again thx to all those who helped!