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making cool combos for characters (Read 9189 times)

Started by EVIL ALEX, June 06, 2008, 07:54:55 pm
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making cool combos for characters
#1  June 06, 2008, 07:54:55 pm
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for people who are using fighter factory.

if u want to make a combo or a special move that has a lot of hits just make a new section in the animations and call it combo and for animation number put 1234 or whatever u want, but make sure you dont type in   number that u all ready have. then put in your hit animations like punches or kicks. add some good timing like for when he is about to punch put 2 then his actual punch 4. then add clsn boxes. then go to constants and
go to the very bottom of the page. hit enter a couple times. and type whatever name you put for the combo. so i out combo so i type in combo then hit enter. then type in......

[Statedef 1234]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1234

then go to the left side and find where it says add. click it and hit the arrow so that all these words come out. click on punch. then where it says StateDef Number type in 1234. Do the same for Animation Number. for Hit Animation type in what ever number you character hits him on. so if my character has 2 animations for his punch(start of my combo) he starts the punch on 1 and hits on 2. so type in 2 on the Hit Animation Number.
for damage put whatever u want. type is Stand. click in instert.

it should look like this........

[State 1234, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1234, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

then delete where it says [State 1234, 1]
and type in [State 1234 HitDef]. so that it looks like this....

[State 1234 HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1234, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

then do the same thing to all you sprites that you inputed and delete this

[State 1234, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

but keep one of them. when u are done press enter a couple times and type in...

[State wtf]
type = changestate
trigger1 = AnimElem = 4
trigger1 = !movehit
value = 0
ctrl = 1

this is so that if you opponent is blocking while u do the move your character wont continue the combo.

then go to commands and where it says Super Motion click enter twice and go to the side and find an icon that has an arrow pointing to keys. right on top of states. click on it and where it says name put combo
then where u see the buttons like A ,B ,Z ,Y ,X ,C click on some for your command. i usually use down, right A (its easy). then click add. then highlight the command u just inputed and click on icon that looks like a joystick. where it says commands click the arrow and find combo. click on it and u should see the command u inputed. like i inputed down, right A so ill see that when i click on combo. then where it says move name and state name type in combo. then for value put 1234 which is you Animation number and StateDef number. then click the quotation marks in the box on the bottom right corner where it says triggers or states and type in combos.

triggeraLL = command = "combo"
trigger1 = (statetype = s) && ctrl


then right under that type in triggerall = power >= 1000 so that you cant do it unless you power meter is over one bar.

then go to constants and where its says....

[StateDef 1234]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1234
poweradd = 20
sprpriority = 2

poweradd = 20 change it to poweradd = -1000 so that when you do your move the meter goes down one bar.

well thats it have fun!!!  ;D

JozoTheBoogey

Re: making cool combos for characters
#2  June 08, 2008, 10:45:12 pm
Hey I just don't understand the part were you say
Quote
then do the same thing to all you sprites that you inputed
what do you mean with that ???
Re: making cool combos for characters
#3  June 09, 2008, 05:31:32 am
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for every sprites that you have inputed like if you have more than one hit then you'll do the same thing you do with the other hits.

if you have a 3 hit combo then you will input the State Def number and all that like you did to the other hit.

just repeat where it says to change the 1 to HitDef and up and you'll get it. One more thing make sure you delete this.....

[StateDef 1234]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1
poweradd = 20
sprpriority = 2

after every input because it will come up every time u input a hit, it will be right on top of the HitDefs, Make sure to keep the the first one though...

[Statedef 1234]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1234

the one u start with.

if u have any more questions just ask me i'll help u.

JozoTheBoogey

Re: making cool combos for characters
#4  June 09, 2008, 10:11:25 am
You wanna say that I have to put the all animations in one begin action, for example:
Anim name: Combo
Begin Action: 1234
And all the animation right?
Re: making cool combos for characters
#5  June 09, 2008, 09:47:53 pm
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EXACTLY!!!! :)

JozoTheBoogey

Re: making cool combos for characters
#6  June 09, 2008, 09:58:51 pm
EXACTLY!!!! :)


I see

so I make a new HitDef

Quote
[State 1234, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

I just change the trigger1 = AnimElem = 2 into the trigger1 = AnimElem = 4 (for example the move which hits)
Re: making cool combos for characters
#7  June 09, 2008, 10:14:01 pm
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YOU GOT IT!!! :)
oh yeah, if u don't know how to make an image or a spark to come out when you do the special heres how....

okay first click Explod in constants in the right column, then just change to look like this.......


[State 1234, Explod]
type = Explod
trigger1 = AnimElem = 1
anim =
ID =
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermove
pausemove
sprpriority = -2
ownpal = 1

for anim put the begin action number of whatever background picture you have ( Example 999 or 777 or whatever number u want but remember to not pick any number u all ready have.

for the id put the same as anim.

pos would be the position of spark or background.

and for super move and pause move i think u add a number like 5 for the time the character pauses.

one more thing when u do the move your character moves back just replace ground.velocity -4 to -1 or 0 so that he wont move, but for your last hit make it -10 or -15 so that the character he hits will move far back.
same thing with air.velocity just change it so that the character he hits will go up.

thats it. :) 

JozoTheBoogey

Re: making cool combos for characters
#8  June 09, 2008, 10:15:44 pm
YOU GOT IT!!! :)
oh yeah, if u don't know how to make an image or a spark to come out when you do the special heres how....

okay first click Explod in constants in the right column, then just change to look like this.......


[State 1234, Explod]
type = Explod
trigger1 = AnimElem = 1
anim =
ID =
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermove
pausemove
sprpriority = -2
ownpal = 1

for anim put the begin action number of whatever background picture you have ( Example 999 or 777 or whatever number u want but remember to not pick any number u all ready have.

Yes I have figured that thing out wih Explode and super pause! But how to make hit spaks when the enemy get's hit by a move?
for the id put the same as anim.

and for super move and pause move i think u add a number like 5 for the time the character pauses.

one more thing when u do the move your character moves back just replace ground.velocity -4 to -1 or 0 so that he wont move, but for your last hit make it -10 or -15 so that the character he hits will move far back.
same thing with air.velocity just change it so that the character he hits will go up.

thats it. :) 
pos would be the position of spark or background.
Re: making cool combos for characters
#9  June 10, 2008, 05:49:42 am
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I'll post a vid on youtube so u can see what im talking about more clearly, its hard to put it in words.
Re: making cool combos for characters
#10  January 02, 2009, 07:20:54 am
  • avatar
Wow thanks got my first multi hit thanks to you :D
Re: making cool combos for characters
#11  April 03, 2013, 11:55:01 am
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  • Need a Coder
    • USA
    • tbninja@yahoo.com
Hey buddy I'm not sure what I'm doing wrong but its not exactly working for me i got my animations down its just when i do the move his animation keeps playing until he's hit or something and his second hit won't connect it just goes threw him like nothing you know this is how i have his code looking I'll explain the problem I'm having with both codes

This one does it right except the second hit won't connect it goes right threw the other player 

Double Slash light
[Statedef 1000]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1000

[State 1000 HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


[State 1234, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


Now this one I thought was the working one because both hits "can" connect but only if the first one does and once the first one connects instead of the second hit connecting right away like it should it misses like the first code I used above and then he repeats his animation over and over until he is hit but while he keeps repeating the move  that's the only time the second hit can connect basically speaking he only gets hit by one part of the animation a time 

Double Slash light
[Statedef 1000]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 1000

[State 1000 HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State wtf]
type = changestate
trigger1 = AnimElem = 4
trigger1 = !movehit
value = 0
ctrl = 1

Hope you read this bro because so far this is the only thing standing in my way of making a decent character