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support char's own set of damage poses? (Read 1577 times)

Started by sgn15, May 27, 2011, 04:43:52 am
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Re: support char's own set of damage poses?
#61  June 23, 2011, 05:36:17 pm
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like this?

; get hit vertically
; this state means helper automatically falls regardless of p2's
; fall parameter
[State 0, ChangeState]
type = ChangeState
trigger1 = (gethitvar(xvel)>= -4) && (gethitvar(yvel)<= -5) || (gethitvar(xvel)<= -4) && (gethitvar(yvel)<= -5)
triggerall = (gethitvar(fall) = 0 ) || (gethitvar(fall) = 1 )
value = 1015
ctrl = 0

it actually worsens. it doesnt work at all (both when p1 is facing left or right attacking p2's helper)

when i didnt add it, changestate to 1017 works when p1 is facing left

edit:

[State 0, ChangeState]
type = ChangeState
trigger1 = (gethitvar(xvel)>= -4) && (gethitvar(yvel)<= -5)
triggerall = (gethitvar(fall) = 0 ) || (gethitvar(fall) = 1 )
value = 1015
ctrl = 0

That's basically, if X vel is greater than -4, and if p2 is hitting you in the back it will be, go up, do for 1015 what you did for the other 2 states that are functioning, might let you actually reach your last changestate that way.

huh? which trigger/condition implies the "hitting you in the back" ? its all about hitdef parameters
Last Edit: June 23, 2011, 05:40:14 pm by sgn15
Re: support char's own set of damage poses?
#62  June 28, 2011, 07:24:08 pm
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Place the die changestate above all other changestates.


My two cents:

I look at all the changestates and triggers and it makes no sense to me, why do you need to use changestates based on velocities? There's a much easier way to do this.

 - A hitoverride that brings you to a hitshake state

- In the hitshake state, you use the trigger hitshakeover to trigger your velset before any of the changestates will activate. Syntax is important. Here's what I mean:

[state life]
varadd
trigger1 = time = 0
var(your life variable) = -1

velset
trigger1 = hitshakeover
x = gethitvar(xvel)*facing
y = gethitvar(yvel)

[state die]
changestate
trigger1 = hitshakeover
trigger1=  var(your life variable) <= 0
value = 2002

[state fall]
changestate
trigger1 = hitshakeover
trigger1=  gethivar(fall) = 1
value = 2000

[state no fall]
changestate
trigger1 = hitshakeover
trigger1 = gethitvar(fall) = 0
value = cond(vel y != 0, 2002, 2001) ;a ground hitstate or an air hitstate based on the velocities given by the above velset.



I skimmed through the thread, so if you're like, "no, I don't want to do that," then there's your reason. =p
Last Edit: June 28, 2011, 07:28:44 pm by Rajaa
Re: support char's own set of damage poses?
#63  June 28, 2011, 07:32:26 pm
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Quote
which trigger/condition implies the "hitting you in the back" ?
I think it's assumed what "hitting you in the back" means. Picture someone punching you in the back. What do you think your velocity is going to be? (Based on Mugen's velocity standards of course.) You're going to go forward. So basically, these velocity related triggers are implying being hit in the back.

On a side note: My Neku Sakuraba does something similar to what you want I think. He has a random partner (helper) that has custom states. I basically have a state for everything that partner needs to do. Take a look at the source. You might get some ideas from it to help fix your problem. You can download him on my site: http://mugencoder.zxq.net/

One more thing: Don't take this the wrong way, but MODIFY your posts.

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