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A new challenger appears!! help me code that thing...... part 1, guardpushing... (Read 4550 times)

Started by kiLabee, June 17, 2017, 10:01:08 am
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A new challenger appears!! help me code that thing...... part 1, guardpushing...
#1  June 17, 2017, 10:01:08 am
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hey guys, sorry to bug you but i need help coding 3 things. i didn't know exactly what to search for.

but i would need information into damage dampeners.
more specifically i want each hit of a combo decreases as you continue the hits with the same button.
as far as i know mvc3 is kinda like that? but if someone was to enlighten me as to how it all works would be greatly appreciated.
also, i would like to know how mid air recovery is coded in mugen?

and finally guarpushing.
how would i implement that?
Re: A new challenger appears!! help me code that thing...... part 1, guardpushing...
#2  June 17, 2017, 09:35:25 pm
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You're interested in push blocking
Basically you're going to make a changestate that's allowed to switch while blocking, to put you into the push block statedef.
Then you make yourself nothitby sca, if you want.
Then you make a helper fire off with a blue box pretty tall, about as wide as your char with a velocity and PlayerPush, to push P2 away.

You also want to look up AttackMulSet. Look it up in here http://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html

If you need examples, most of my chars have these things. http://www.justnopoint.com/odb718/
But search in tips and tricks and code library and here. Heck, there might be an answer for nerf'ing your attacks on page 2.
vVv Ryuko718 Updated 10/31/22 vVv
Re: A new challenger appears!! help me code that thing...... part 1, guardpushing...
#3  June 19, 2017, 09:06:10 am
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thanks but the link you gave me is down for now.

but can you clarify this bit of code i found?
Code:
=====================
Guard Push
=====================
by MystikBlaze


In Capcom's Vs series, your character is able to push the opponent away while guarding
an attack. This isn't really that difficult to implement in a character. All it basically
requires is an invisible helper that pushes the opponent away.


In the CMD file, add this code:
;---------------------------------------------------------------------------
;Guard Push
[State -1, Guard Push]
type = ChangeState
value = 900
triggerall = command = "guardpush"
triggerall = statetype = S
trigger1 = stateno = [150,153] ;The guard state numbers


Now in the CNS:
;---------------------------------------------------------------------------
;Guard Push

[Statedef 900]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 900
sprpriority = 2

[State 900, VelMul]
type = VelMul
trigger1 = 1
x = 0.75

[State 900, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0

[State 900, Width]
type = Width
trigger1 = 1
value = 10,0

;Change the amount of time you want the player to not be able to get hit
[State 900, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20

[State 900, Guard Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 901
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 900, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Guard Push (Helper)

[Statedef 901]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 901
sprpriority = -4

[State 901, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 901, VelSet 1]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 901, VelSet 2]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 901, VelSet 2]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 901, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 901, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18


Make sure you specify the helper in the AIR file as well:
;---------------------------------------------------------------------------
; Guard Push Helper
[Begin Action 901]
Clsn2: 1
 Clsn2[0] = -30,-200,30,50
-1,0, 0,0, -1
Re: A new challenger appears!! help me code that thing...... part 1, guardpushing...
#4  June 19, 2017, 09:52:10 am
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  • Shame on you!
    • USA
What are you having trouble with?
If your character already has statedef 900 and 901, you need to change their numbers.
The code is pretty straightforward. What exactly are you having trouble with?

The only thing I dont really see is any info for the animation for the pushblock. But like I said, it's just a large blue block with no image. Use

; Guard Push Helper
[Begin Action 901]
Clsn2:1
  Clsn2[0] = -32, -996, 27, 963
-1,-1, 0,0, 0

if you'd like. I just copied it from my Ryu so it might not be the exact size you want. Use CTRL+C to see hitboxes on screen.
vVv Ryuko718 Updated 10/31/22 vVv
Re: A new challenger appears!! help me code that thing...... part 1, guardpushing...
#5  June 20, 2017, 11:58:27 pm
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thanks guys! i managed to get guard pushing to work.  :sugoi:
as i now understand there is move for guard pushing defined in the air, ground, and crouching states. 
I was only able to get it to work on the ground  because i didn't understand that you had to define these in the air and crouched states as well.
now i know thanks!

this site as much as anyone bashes it has a lot of talented people actually helping understand this mu.g.e.n. engine better.
really appreciate the help.
thanks again.