KFM's file didn't help much. I tried what was there but nothing worked.What do I have to do besides adding, ha , to make the move only work with a level1 powerbar. I'm just not getting it.
What you've done means mugen knows it's a hyper for reversals hitoverrides nothityby hitby and the win icons.However in a less code-y sense, you want all the flash that says this is a hyper as well.Power use is the trigger power.triggerall = power >= 2000 for eg would cause a move to take 2 stocks. Use of power isn't always limited to hypers or supers which is why you wouldn't neccessarily say that use of power = hyper move for mugens recognition purposes.KoF's emergency evade and counter bother use up 1 stock but certainly wouldn't be classed as supers.
or, walking you by the hand.1.code the move as normal.2.modify the power adds that affect you to 0 (in the statedef and in the hitdef)3.add a superpause sctrl, it also has poweradd in it make it -1000.4.in the cmd add a triggerall of power>= 1000 or the same amount you did put in the move's supersapuse's code .5. ?????6. PROFIT
to make it a hyper move, commonly you'll need to use a superpause to trigger as soon as mugen enters the particular state or whenever you want actually, i use time = 0then mayb a couple of explods or just the default superpause spark(varies depending on screenpack)and in the superpause add poweradd = 0in the hitdef part attr = S, HA (presuming type and physics is S)make sure in the statedef part poweradd = -1000 (for it to remove 1 power lvl)also in the hitdef(optional) getpower = 0then as stated in the cmd file, triggerall = power >= 1000EDIT: lol yea basically what they just said really gotta start reading the replies before i comment
RajaaBoy said, July 16, 2008, 05:17:52 pm...the physics does, not interact with the hitdefattr.Go read up on your Docs some more cheers,RajaBoyHemm... you are wrong my friend, type DOES affect hitdefattr:type = A + hitdefattr = A, NA == Aerial hitdef atribute correcttype = S + hitdefattr = S, NA == Standing hitdef atribute correcttype = A + hitdefattr = S, NA == Changed hitdefattr into aerial type (S changed into A)type = S + hitdefattr = A, NA == Changed hitdefattr into standing type (A changed into S)I had this problem before, so to avoid problems you need to match hitdefattr with statetype.I guess that Satou sei already give a simple solution for a hyper move, more stuff depends on your creativity...See ya!!!
Thanks for the help guys. I got it now. I was missing the trigger. I had the pause and all that. The move just kept working no matter what power I had. Thanks again you guys are the best.
Quote (presuming type and physics is S)Your type and physics do not need to be S in order to use attr = S, NAThose will define what nothitby's etc will be in effect. That's about it. Type = S will tell the engine you are in a standing state and it should apply the ground gethits if you are hit out of this state.Physics = S will apply standing friction. It has no bearing whatsoever in the attr line of a hitdef.
ok i think i just meant, if say it was an air attack, and you had type = A physics = A you wouldnt put attr = S, NA would you that prob what i was getting at.
RajaaBoy said, July 16, 2008, 05:41:05 pmFerchogtX said, July 16, 2008, 05:38:52 pmRajaaBoy said, July 16, 2008, 05:17:52 pm...the physics does, not interact with the hitdefattr.Go read up on your Docs some more cheers,RajaBoyHemm... you are wrong my friend, type DOES affect hitdefattr:type = A + hitdefattr = A, NA == Aerial hitdef atribute correcttype = S + hitdefattr = S, NA == Standing hitdef atribute correcttype = A + hitdefattr = S, NA == Changed hitdefattr into aerial type (S changed into A)type = S + hitdefattr = A, NA == Changed hitdefattr into standing type (A changed into S)I had this problem before, so to avoid problems you need to match hitdefattr with statetype.I guess that Satou sei already give a simple solution for a hyper move, more stuff depends on your creativity...See ya!!! the physics does, not interact with the hitdefattr.now think... whos wrong?read well before you comment.cheers,RajaBoyDon't get mad... just a missreading problem, I can say I am wrong because I read wrong... don't kill me shamrock said, July 16, 2008, 06:52:53 pmThanks for the help guys. I got it now. I was missing the trigger. I had the pause and all that. The move just kept working no matter what power I had. Thanks again you guys are the best.You know that you can always ask to anyone here See ya!!
Quoteyeah... your really not giving the correct information BlackChaosyou don't need the super pause to trigger at time=0i didnt say he needed it to trigger at time=0 i said you can trigger it how you want, i said "actually i use time = 0"Quoteor whenever you want actually, i use time = 0