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bounce velocity that varies (Read 488 times)

Started by LM_MAVERIK, October 27, 2011, 06:09:36 am
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bounce velocity that varies
#1  October 27, 2011, 06:09:36 am
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basically for those that havent seen my project every character has a bounce attack in which p2 is bounced off the floor for extended combos. but to stop infinites I have locked the player in position so that he can never string it. However I want to try something different for my yoshimitsu  and have the height of P2's bounce affected by how long the combo is. So the longer the juggle the lower the bounce velocity of the move with "bounce" properity is.

or simply tekken style in which if you repeat a bound/bounce attack twice p2 will no longer enter a bounce state and just fall to the ground.

any help would be cool.  I am hoping  to release yoshimitsu either tomorrow or the day after.
cheers

Re: bounce velocity that varies
#2  October 27, 2011, 11:26:12 pm
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The second option is easy enough. Use 2 hitdefs in the bounce attack. If the var is 0, use high bounce. If you hit with high bounce (Use ID and numtarget(ID) = 1 for a trigger for varset) and set a variable. The second hitdef activates if that variable is set. If that state is guaranteed to end the combo. ID that hitdef too and use the same triggers with the new ID to reset the variable. Also reset it through -2 if movetype = H


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Re: bounce velocity that varies
#3  October 30, 2011, 05:14:51 pm
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The second option is easy enough. Use 2 hitdefs in the bounce attack. If the var is 0, use high bounce. If you hit with high bounce (Use ID and numtarget(ID) = 1 for a trigger for varset) and set a variable. The second hitdef activates if that variable is set. If that state is guaranteed to end the combo. ID that hitdef too and use the same triggers with the new ID to reset the variable. Also reset it through -2 if movetype = H

cheers, i have been experimenting with IDnumtargets and Chain IDs in states with multiple hitdefs. is there any chance you could show me a sample hitdef for your code. I've also managed to find other ways of doing it by using a triggerall statetype & stateno indicator that will register p2 in a bounce state. (not the best way)
Last Edit: October 30, 2011, 05:44:37 pm by DA_MAVERIK
Re: bounce velocity that varies
#4  October 30, 2011, 10:07:53 pm
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hitdef
trigger1 = var(1) = 0
bounce = lots
ID = 100

varset
trigger1= numtarget(100) = 1
var(1) = 1

hitdef
trigger1 = var(1) = 1
bounce = not lots
ID = 150

varset
trigger1 = numtarget(150) = 1
var(1) = 0

as long as you can't chain the low bounce all the way to the point at which you could use the attack again and make contact, this will be fine.


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Re: bounce velocity that varies
#5  October 31, 2011, 05:34:52 am
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the code works cheers man.

what if i wanted to do it so that when you juggle the opponent and perform the bounce attack they will go high, however repeating it again during the same juggle will generate the other varset of them low bouncing. because the code you gave makes the high bounce /low bounce occur systematically.

it sounds like a matter of adding more varset triggers? any ideas on what triggers I could add?
Last Edit: October 31, 2011, 06:03:02 am by DA_MAVERIK
Re: bounce velocity that varies
#6  October 31, 2011, 06:39:34 am
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You want more of a gradiation between the bounces?

Changes a lot but

trigger1 = numtarget
var(1) = target, gethitvar(hitcount)

One hitdef

bounce = X, -10+var(1)

You might wanna max the combo count out at 9 or something so at that point the bounce is permanently low. You'll need to reset the variable when p2movetype != H or your movetype is I or H, depending on when the combo ends.


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Re: bounce velocity that varies
#7  October 31, 2011, 07:40:02 am
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You want more of a gradiation between the bounces?

Changes a lot but

trigger1 = numtarget
var(1) = target, gethitvar(hitcount)

One hitdef

bounce = X, -10+var(1)

You might wanna max the combo count out at 9 or something so at that point the bounce is permanently low. You'll need to reset the variable when p2movetype != H or your movetype is I or H, depending on when the combo ends.

no gradiation between the bounces, i have already coded the bouncing state in a custom gethit state so the bouncing part is all fine. I wanted the player  to bounce  on intial impact. when the player is bouncing the player can juggle them but if they try to go for a cheasy combo using the same bounce attack move during the same combo chain the player bounces lower (in this low bounce p2 is unhittable).

what happens so far is the low bounce triggers after you either land the var0 attack or if it makes contact including being guarded by p2.
what i want in a nutshell is the high Bounce hitdef1 var(1) = 0 to always trigger however if  repeated within a juggle chain the other low hitdef2 var(1) = 1 will trigger. so i am still using 2 hitdefs.
Last Edit: October 31, 2011, 08:05:58 am by DA_MAVERIK
Re: bounce velocity that varies
#8  October 31, 2011, 08:23:36 pm
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Well, both hitdefs should not be triggering. You should get 1 hitdef if it's 0 and the other if it's 1. I haven't provided any reset if you just use the attack once then stop the combo so you'll need to apply that.


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Re: bounce velocity that varies
#9  November 04, 2011, 07:32:23 pm
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@cyanide

ok heres a sample of the hitdef, I have the resets in the -2 as well. but whenever i hit for some reason now he is hitting multiple times on one strike. i dont think its anything to do with the var group either V=13 or v=12 since it happens without those parameters too.

[State 402, hitdef]
type = HitDef
trigger1 = var(1) = 0
ID = 100
attr = S, NA
animtype  = Heavy
damage    = 75,10
priority  = 6, Hit
hitflag = MAFD
guardflag = HA
pausetime = 2,6
sparkno = 3
guard.sparkno = S8000
sparkxy = -25,-62
hitsound = S1,3
guardsound = S6,0
ground.type = Low
guard.ctrltime = 20
guard.velocity = -8
airguard.velocity = -6,-1
envshake.time = 50         
envshake.ampl = 8         
envshake.freq = 30
fall=1
fall.recover=0
p2facing = 1
yaccel = 0.35
p2stateno = 2304
persistent=0

[State 0, VarSet]
type = VarSet
trigger1 = numtarget(100) = 1
v=13
var(1) = 1
ignorehitpause = 1


[State 402]
type = HitDef
trigger1 = var(1) = 1
ID = 150
attr = S, NA
damage    = 20,10
priority  = 6, Hit
guardflag = M
hitflag = MAFD
pausetime = 2,6
sparkno = 2
sparkxy = -10,-37
hitsound   = S1,3
guardsound = s6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -0,95
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,85
air.hittime = 12
envshake.time = 50   
envshake.ampl = 8         
envshake.freq = 30         
fall.yvelocity = -5
fall.recover = 0
down.bounce   = 1
down.velocity = -1,-2
air.recover = 0
air.fall = 1
fall = 1
persistent=0

[State 0, VarSet]
type = VarSet
trigger1= numtarget(150) = 1
v=12
var(1) = 0
ignorehitpause = 1

Re: bounce velocity that varies
#10  November 04, 2011, 09:32:19 pm
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Erm, you shouldn't be using var(1) as the ONLY trigger, that's bad.

var(1), !movecontact, animelemtime(value), whatever else makes sense.


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Re: bounce velocity that varies
#11  November 04, 2011, 11:21:10 pm
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Erm, you shouldn't be using var(1) as the ONLY trigger, that's bad.

var(1), !movecontact, animelemtime(value), whatever else makes sense.

ah ok... but i actually tried things like trigger1= var(1)=0 && animelem=7 and changing var(1)=1 && movehit. the result is the same just keeps switching between the vars after the move makes contact. var(1)=1 should only be activating if the move lands and the attack is repeated straight after, rather then vice versa.
i am trying to release yohsimitsu for tonight and need this sorted. dumb this down as much as you can for me i am no variable whiz (never used them in this way) --;

Re: bounce velocity that varies
#12  November 04, 2011, 11:34:29 pm
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persistent = 0 on the varsets. Use movecontact in the trigger too.

!movecontact as well as the animelem you want the hitdefs to make contact on in the hitdefs.

Using !movecontact should mean the move can ONLY hit when it hasn't already done so. By using var(1) = 1, the hitdef will trigger every time that value is true, then the other hitdef triggers, then the first one, and so on in a loop until you pass the clsn1 frame. You need to tell it when NOT to hit as well.

Also, this is why it's bad to set release dates.


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Re: bounce velocity that varies
#13  November 05, 2011, 12:09:29 am
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persistent = 0 on the varsets. Use movecontact in the trigger too.

!movecontact as well as the animelem you want the hitdefs to make contact on in the hitdefs.

Using !movecontact should mean the move can ONLY hit when it hasn't already done so. By using var(1) = 1, the hitdef will trigger every time that value is true, then the other hitdef triggers, then the first one, and so on in a loop until you pass the clsn1 frame. You need to tell it when NOT to hit as well.

Also, this is why it's bad to set release dates.

I never set a public release date. any way heres the code now

still doing the same vice versa shit

[State 402, hitdef]
type = HitDef
trigger1= var(1)=0 && animelem=7
trigger1=!movecontact
ID = 100
attr = S, NA
animtype  = Heavy
damage    = 75,10
priority  = 6, Hit
hitflag = MAFD
guardflag = HA
pausetime = 2,6
sparkno = 3
guard.sparkno = S8000
sparkxy = -25,-62
hitsound = S1,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 30
guard.ctrltime = 20
ground.velocity = -3,-4
guard.velocity = -8
air.velocity = -3,-5
airguard.velocity = -6,-1
envshake.time = 50           
envshake.ampl = 8           
envshake.freq = 30
fall=1
fall.recover=0
p2facing = 1
yaccel = 0.35
p2stateno = 2304
persistent=0

[State 0, VarSet]
type = VarSet
trigger1 = movecontact && numtarget(100) = 1
v=13
var(1) = 1
ignorehitpause = 1
persistent=0


[State 402]
type = HitDef
trigger1= var(1)=1 && animelem=7
trigger1=!movecontact
ID = 150
attr = S, NA
damage    = 20,10
priority  = 6, Hit
guardflag = M
hitflag = MAFD
pausetime = 2,6
sparkno = 2
sparkxy = -10,-37
hitsound   = S1,3
guardsound = s6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -0,95
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,85
air.hittime = 12
envshake.time = 50         
envshake.ampl = 8         
envshake.freq = 30         
fall.yvelocity = -5
fall.recover = 0
down.bounce   = 1
down.velocity = -1,-2
air.recover = 0
air.fall = 1
fall = 1
persistent=0

[State 0, VarSet]
type = VarSet
trigger1 = movecontact && numtarget(150) = 1
v=12
var(1) = 0
persistent=0
ignorehitpause = 1
Re: bounce velocity that varies
#14  November 05, 2011, 03:00:36 am
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why are you also referencing var(12) and var(13) in the varsets? That's not breaking anything, just unecessary.

So what you're getting is a high bounce, followed by low, followed by high and so on? The reset to 0 is the reason for that. Take it out or change the conditions for it to only work in -2 when you get control or have no target.

This is troubleshooting. You find something is happening, look at what makes it happen then turn it off.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: bounce velocity that varies
#15  November 05, 2011, 03:09:54 am
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why are you also referencing var(12) and var(13) in the varsets? That's not breaking anything, just unecessary.

So what you're getting is a high bounce, followed by low, followed by high and so on? The reset to 0 is the reason for that. Take it out or change the conditions for it to only work in -2 when you get control or have no target.

This is troubleshooting. You find something is happening, look at what makes it happen then turn it off.

yes thats what im getting and I am referencing v13 and 12  because i have hundreds of other varsets  that are responsible for combo transitions, each grouped into different (v) groups so its easier to manage and reduces risk of varset clashing. it wasnt supposed to "break" anything.

ill test this out if it doesnt work i'll find a alternative.

Re: bounce velocity that varies
#16  November 05, 2011, 09:46:13 pm
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After 5 tries to get this window up...

No i mean That's not valid syntax. Varset works in 2 ways

type = varset
trigger1 =
v =  1
value = 1

Sets var(1) to 1

type = varset
trigger1 =
var(1) = 1

sets var(1) to 1.

Your code sets var(1) to 1, you reference var(13) but do nothing with it and in that particular piece of code, don't even trigger off it.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: bounce velocity that varies
#17  November 05, 2011, 10:57:55 pm
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ok didnt know that.

2OS

Re: bounce velocity that varies
#18  November 06, 2011, 12:37:48 am
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3rd way

type=null
trigger1=
trigger1=var(1):=1


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