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char going through opponent and not pushing him back (Read 312 times)

Started by Zodiac Uchiha, October 27, 2010, 01:22:32 pm
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char going through opponent and not pushing him back
#1  October 27, 2010, 01:22:32 pm
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Hi There!
heres another question i cant handle myself. I am Coding a Supermove, in which p2 is put in a custom state.
p1 is slashing him being on the left side and p2 logically on the right. now when p1 finishes, he does the last hit with a positive x velocity to reach the right side and leave p2 on the left side in order to continue attacking from the right side.   
and the same continues, i.e. p1 is then doing  the last hit with a negative x velocity to reach the left side again and so on...
now when the last move of the left side is done, he goes ok through p2.
but i used onother animation for the last hit of the right side, and its pushing p2 back, making the move look odd.

and i dont know why.
i think something like overlapping has to be allowed. but how do i do this ?
any ideas ?
Re: char going through opponent and not pushing him back
#2  October 27, 2010, 02:36:26 pm
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[State ???, PlayerPush]
type=PlayerPush
trigger1=1 ;( put any trigger you like here, I'm just using 1 for an example)
value = 0 ;( 0 means that P1 will pass through P2, default is 1)
Re: char going through opponent and not pushing him back
#3  October 27, 2010, 04:26:07 pm
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hm...i thought it would work.. i looked it up in the docs now that you mentioned it. and i used it exactly as you wrote it there. trigger1 = 1   would mean, that the trigger would be true in all frames of the animation, right ?

well and i set the value to zero, but still, the one last move from the right side pushes p2 back.
but i cant imagine why the last move of the LEFT side doesnt push him away. even without playerpush sctrl included. this all doesnt make sense to me...thx for helping out.
Re: char going through opponent and not pushing him back
#4  October 28, 2010, 02:00:18 pm
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I hope you didn't include the question marks in his example.

Otherwise you're doing it wrong. Playerpush disables the pushing causes by collision boxes. If you have a playerpush state controller that's active when you want it to be, it should work.

And if a velocity is high enough, it will pass through an opponent without pushing them. That could explain why it's not pushing the opponent at the point during your move when there is no playerpush state controller active.
Re: char going through opponent and not pushing him back
#5  October 28, 2010, 06:32:40 pm
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Quote
I hope you didn't include the question marks in his example.

of course not xDD  in place of the question marks,i wrote the number of the state =)

and i dont even have blue collision boxes. only red ones. but even these are not truly neccesary if i intend to define the damage with the state controler targetlifeadd.  i left out the blue ones because i intend to use NothitBy as well.

the trigger cannot be wrong, since trigger1 = 1 means that it is active in all frames of the animation that is played during that state.

but i will try that fact, that if the velocity is high enough, it lets the char go throughthe other automatically.
thx 50 bit cent. i will edit this post if it worked.
Re: char going through opponent and not pushing him back
#6  October 28, 2010, 09:57:33 pm
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What you want to accomplish seems like some basic throw coding... If P2 is in a custom hit state while all this is happening you can control their position onscreen using targetbind in P1's state.