I don't want to go through playing sfz3 to find out what the dizzy state is like. Do you want to dizzy player 2, or do you want your character to become dizzy.
Cyanide said, May 07, 2011, 07:29:32 amI don't want to go through playing sfz3 to find out what the dizzy state is like. Do you want to dizzy player 2, or do you want your character to become dizzy. the player to become dizzy.
Once more editing the hitstates. Pick a free variable. When time is 0 in state 5000 you increment the variable by 1. When it reaches a certain value, at the end of hit shake, you change state to 5300. When in 5300 you reset the variable to 0. When not in movetype = H the variable counts down.Sense or more detail needed?
Cyanide said, May 07, 2011, 07:45:22 amOnce more editing the hitstates. Pick a free variable. When time is 0 in state 5000 you increment the variable by 1. When it reaches a certain value, at the end of hit shake, you change state to 5300. When in 5300 you reset the variable to 0. When not in movetype = H the variable counts down.Sense or more detail needed?Can you just give me a code?
That would be rather big here...Try to understand this mechanic, it's quite simple as Cy points out First locate ani ht states (you should know which are they) normally from the 5000 - 5020 rangeThere, you can add a var add... VarAdd is an Sctrl that adds a n value to the current var value, exaample:Code: [State 5000, Dizzy]type = VarAddtrigger1 = Time = 0var(x) = nignorehitpause = 1In thet case x = number of the var you want to use, n = value you want to add to current var valueSo, if var(x) = 0 and you do that, then 0+n = new value... for example, n = 2 then 0+2 = 2, if current vaue is 2, 2+2 = 4... and so onSo, you locate hit states, preferably states 5000, 5010 and 5020, and you add 1 to the var you choose with this sctrl, then, you can locate statede -2 or -3 and add a ChangeState to 5300 state when your var reaches certain value, for example:Code: [State -2]type = VarAddtriggerall = var(x) > 0trigger1 = MoveType != H && (StateNo = [120, 155])trigger2 = StateNo = 5300var(x) = n[State -2]type = ChangeStatetrigger1 = var(x) = n && HitshakeOvervalue = 5300Here I'll explain:The first sctrl, decreases dizzy var, when you are not being hit or guarding, or you are already on dizzy state, so you ensure that you don't get stuck on that state, and also gives more dificulty to get you on that state, remember that var(x) could be any var you choose, but the same you defined in previous sctrls, n = anu value you give for decreasing, -1 is quite decent (should be always negative so it acts as a substracting value, var(x) > 0 indicates that ths will be done if var(x) is more than 0... the changestate indicates that whenever var(x) reaches a cernatin value (n) and Hitstate is being finished, then it changes to dizzy state, take in mind that you need to define in which value this will be effective (lets say 300 for example, maybe less, it's up to you)As a lil' advice, try to understand how mugen and sctrls work so you can think which sctrls can help you doing some tasks, as well as other stuff. Mugen docs are your friends See ya!!!