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spizzaa

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Messages by spizzaa

    

Character gets stuck laying on ground when super is performed on him

 August 14, 2013, 08:58:18 am View in topic context
avatar  Posted by spizzaa  in Character gets stuck laying on ground when super is performed on him (Started by spizzaa August 14, 2013, 08:58:18 am
 Board: M.U.G.E.N Development Help

Debug menu isnt saying there is any coding issues.  I cant figure it out.

Says actionID is 5101  and stateno is 1730

i know the actionID is hit_bounce

stateno1730 belongs to the other character which is Ramon 71113

im pretty sure this chars AI code is being run in compatibility so is it a problem in his coding? I have also seen this happen when getting super'd by a few other chars.


Thanks
SpiZZaa



    

Re: Whenever i throw my character shoots backwards

 August 14, 2013, 08:08:38 am View in topic context
avatar  Posted by spizzaa  in Whenever i throw my character shoots backwards (Started by spizzaa August 13, 2013, 07:09:35 am
 Board: M.U.G.E.N Development Help

After a good nights rest (which i needed) i figured out the problem.  The triggers for target bind were overlapping the thrown state. 


THanks for the replies!!!
    

Whenever i throw my character shoots backwards

 August 13, 2013, 07:09:35 am View in topic context
avatar  Posted by spizzaa  in Whenever i throw my character shoots backwards (Started by spizzaa August 13, 2013, 07:09:35 am
 Board: M.U.G.E.N Development Help

I have a character and all of his grab animations and coding is don for the throw... everything looks right but for some reason he slides backwards amazingly fast with the opponent still in his hands.... i also can get the opponent to fly away from me he just lands right at my feet... this is my first character so im sure im overlooking something stupid.

[Statedef 12000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 12000
sprpriority = 2

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 12002       ;On success, KFM changes to state 810
p2stateno = 15000       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[statedef 12002]
type = S
movetype = A
physics = N
velset = 0,0
anim = 12002
ctrl = 0
sprpriority = 2

[State 12001, TargetBind]
type = TargetBind
trigger1 = animelem = 1
time = 15
;id = -1
pos = 9,-1

[State 12001, TargetBind]
type = TargetBind
trigger1 = animelem = 2
time = 7
;id = -1
pos = -27,-11
 
[State 12001, TargetBind]
type = TargetBind
trigger1 = animelem = 3
time = 5
;id = -1
pos = 6,0
persistent = 0

[State 12001, 12]
type = TargetState
trigger1 = AnimElem = 3
value = 15001

[State 200,3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


[statedef 15000]
type = A
movetype = H
physics = N
velset = 0,-10
ctrl = 0
 

[State 870, 1]
type = ChangeAnim2
trigger1 = Time = 50
value = 15001

[State 870, 3]
type = SprPriority
trigger1 = Time = 0
value = -2

[statedef 15001]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 15001

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


This is my first post so if its in the wrong spot im sorry.

-Thanks,
 SpiZZaa