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making a combo that activtes after the first hit hits  (Read 2220 times)

Started by Rajaa, April 20, 2008, 04:41:47 pm
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making a combo that activtes after the first hit hits
#1  April 20, 2008, 04:41:47 pm
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could someone please explain to me how i make a combo that doesn't continue unless the first attack hits here's the code
if you could instruct or just point out the mistake. i tried on it for hours and have failed now i ask the people here for help please

as will see  tried to use he movehit trigger but now my attack just wont come out at all, i tried changing the .cmd command i tried even this code format


type = changestate
trigger1 = movecontact = 1
value = 9551
ctrl = 1


type = changestate
trigger1 = animtime = 0
trigger1 = movecontact = 0
value = 0
ctrl = 1



nothing begin to even start the next specified state after the move hit.   hers the entire code from top to bottom any suggestions?

my code

Quote
[statedef 9550]
type = S
movetype = A
physics = S
velset = 0
sprpriority = 2
ctrl = 0
anim = 9550

[State 9550, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
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 9550, NotHitBy]
type = NotHitBy
trigger1 = Anim = 9550
value = SCA,NA,SA,HA,NP,SP,HP
time = 20
ignorehitpause = 1

[State 9550, ChangeState]
type = ChangeState
trigger1 = anim = 9550  && movehit

value = 9551

[State 9550, ChangeState]
type = ChangeState
trigger1 = anim = 9550   && !movehit

value = 0
ctrl = 1

[StateDef 9551]
type = S
movetype= A
physics = S
juggle  = 1
velset = 50,0
ctrl = 0
anim = 9551
poweradd = 20
sprpriority = 2

[State 9551, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger35 = AnimElem  = 21
attr = S, NA
damage = 5
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 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[State , Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal ;player
name = "slash"
ID = 095500
stateno = 9552
pos = 100,-10
postype = p1   ;p2,front,back,left,right
facing = 0
keyctrl = 0
ownpal = 1
supermove = 99999
pausemove = 99999

[StateDef 9552]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9552
poweradd = 20
sprpriority = 2

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
attr = S, NA
damage = 10
animtype = Medium
guardflag = HMLA
hitflag = HMAFDP
priority = 3, Hit
pausetime = 5, 10
sparkno = S8835
sparkxy = -10, -50
hitsound = S2,12
guardsound = S40,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 50
animtype = Heavy
guardflag = HMLA
hitflag = HMLAFDP
priority = 3, Hit
pausetime = 10, 10
sparkno = S9992
sparkno = S9993
sparkxy = -10, -50
hitsound = S9000,2
guardsound = S6000,11
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -20, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = --20,-3
air.hittime = 12
fall = 1


[State 0, BindToTarget]
type = BindToTarget
trigger1 = movecontact
time = 300
ID = 095500
pos = 10,-50



[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30
Last Edit: April 20, 2008, 04:49:06 pm by Aadmi

BC

Re: making a combo that activtes after the first hit hits
#2  April 20, 2008, 04:50:15 pm
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ive edited the first section for you and left comments.

[mcode][statedef 9550]
type = S
movetype = A
physics = S
velset = 0,0
sprpriority = 2
ctrl = 0
anim = 9550

[State 9550, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
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 9550, NotHitBy]
type = NotHitBy
trigger1 = Anim = 9550
value = SCA,NA,SA,HA,NP,SP,HP
time = 20
ignorehitpause = 1

[State 9550, ChangeState]
type = ChangeState
trigger1 = movecontact   ;this says change to state 9551 if move makes contact only.
value = 9551
ctrl = 0

[State 9550, ChangeState]
type = ChangeState
trigger1 = animtime = 0 ;end the state of 9550 when state 9550 anim time reaches 0
value = 0 ;go back to stance
ctrl = 1 ;regain control
[/mcode]
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BC

Re: making a combo that activtes after the first hit hits
#3  April 20, 2008, 04:51:57 pm
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make sure when you set up the command, the changestate in -1 statedef is 9550 and not 9551
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Re: making a combo that activtes after the first hit hits
#4  April 20, 2008, 05:00:50 pm
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my friend i tried your do over of the code and it just hits the player now (atleast it does that) but doesnt go to the second state still
hours i tell you hours, ive  been trying, but im not fustarted it takes time.

also the .cmd is defenitly set to

value= 9550

anymore suggestions my friend i appreciate your fast and knowledgeable post.

BC

Re: making a combo that activtes after the first hit hits
#5  April 20, 2008, 05:17:46 pm
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[mcode][statedef 9550]
type = S
movetype = A
physics = S
velset = 0
sprpriority = 2
ctrl = 0
anim = 9550

[State 9550, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
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 9550, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 9551
ctrl = 0

[State 9550, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 9551]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9551
poweradd = 20
sprpriority = 2

[State 9551, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger35 = AnimElem  = 21
attr = S, NA
damage = 5
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 9551, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal ;player
name = "slash"
ID = 095500
stateno = 9552
pos = 100,-10
postype = p1   ;p2,front,back,left,right
facing = 0
keyctrl = 0
ownpal = 1
supermove = 99999
pausemove = 99999

[State 9551, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 9552]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9552
poweradd = 20
sprpriority = 2

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
attr = S, NA
damage = 10
animtype = Medium
guardflag = HMLA
hitflag = HMAFDP
priority = 3, Hit
pausetime = 5, 10
sparkno = S8835
sparkxy = -10, -50
hitsound = S2,12
guardsound = S40,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 50
animtype = Heavy
guardflag = HMLA
hitflag = HMLAFDP
priority = 3, Hit
pausetime = 10, 10
sparkno = S9992
sparkno = S9993
sparkxy = -10, -50
hitsound = S9000,2
guardsound = S6000,11
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -20, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = --20,-3
air.hittime = 12
fall = 1


[State 9552, BindToTarget]
type = BindToTarget
trigger1 = movecontact
time = 300
ID = 095500
pos = 10,-50



[State 9552, DestroySelf]
type = DestroySelf
trigger1 = time = 30[/mcode] 


try copying that
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Re: making a combo that activtes after the first hit hits
#6  April 20, 2008, 05:23:57 pm
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Enable debug mode in Mugen (ctrl+d), perform the hit and make sure the debug text says you are in the correct state. Use frame advance to check frame by frame which state you are in at every time.

If you have
[mcode][state 9550, continue]
type = changestate
trigger1 = movecontact
value = 9551

[state 9550, end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1[/mcode]and if in state 9551 you actually do have an animation numbered 9551, it should work.

By the way,
Quote
trigger20 = AnimElem = 20
trigger35 = AnimElem  = 21
Trigger35 will never be read since Mugen needs trigger21, trigger22 etc. inbetween.
Also, at the end of state 9551, the state that calls the helper should be put before the changestate, from time to time Mugen can behave weirdly if the last changestate isn't the last thing in the entire statedef. For some reason.
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Re: making a combo that activtes after the first hit hits
#7  April 20, 2008, 06:48:51 pm
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i have no idea, why it's not working i know he commands, to iput i know the codes to use i've all you peoples woderful advice but i doesnt want to waork i evev builtthe code from scratch again trying to make sure everything was in place, i'll try again, and again, and again

maybe i could look at a charcacter who does that already and se the code...


it's annoting but im not mad it takes time. anymore suggestions my friends
Re: making a combo that activtes after the first hit hits
#8  April 21, 2008, 03:30:36 pm
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funny i still havent goten this to work this post reminded me to try,, o.k here i go ......................if anyone has help would you please share for the love of all things mugen.
Re: making a combo that activtes after the first hit hits
#9  April 21, 2008, 03:43:58 pm
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maybe you can add  a p1stateno = 9551   on the hitdef (of state 9550) so when it hits it will change to that state

and the changestate use an animtime = 0
Re: making a combo that activtes after the first hit hits
#10  April 21, 2008, 03:46:20 pm
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havent thought of that trying........................................... ........................





update = nope it doesnt work , i wont give up ever....
Last Edit: April 21, 2008, 05:38:14 pm by Aadmi
Re: making a combo that activtes after the first hit hits
#11  April 21, 2008, 05:40:06 pm
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maybe if i get rid of the helper it will...help.....trying ................................................. ............