YesNoOk
avatar

collision problem (Read 262 times)

Started by warioman, July 14, 2010, 12:23:55 am
Share this topic:
collision problem
#1  July 14, 2010, 12:23:55 am
  • avatar
  • **
I have a problem with my character. his collisions are touching but it seems they are not making any contact. how can I fix this?

2OS

Re: collision problem
#2  July 14, 2010, 12:54:06 am
  • ****
  • Ich schicke dich zur HOELLE ! ¡ ! ¡
    • Egypt
    • deuceovspadez.webs.com/
You must have a playerpush equal to 0 enabled in statedef -1, -2, -3 or something, cos, I can't think of any other way how that's even possible

Use your "find" tool, insert "playerpush", scan through every single one of your constant, state [ .CNS, .ST ] / command [ .CMD ] files, if you find any and it's / they're equal to 0 [ namely statedef -1, -2, -3 ], that is the root to your problem, either erase it, or set it's value to 1


Tho the above explanation should make it incredibly obvious what playerpush does, here is an elecbyte link to explain it, and how it functions

http://www.elecbyte.com/mugendocs/sctrls.html#playerpush


[ 052012 ] Inazumachi 181/256  /  deviantART   /  2OS Grafphicsxz  Dead Anims ( Orochi/Mizuchi )  /  608's FX Volume 3
Re: collision problem
#3  July 14, 2010, 01:56:48 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
clsn2's are always playerpush enabled by default. Your problem here is the ground.width in the constants at the top of the .cns. You will need to increase them to at least as wide as your clsn2's.

It is best to match up. If it's longer or shorter you can get strange behaviour of p1 or p2 while pushing a static opponent.


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.

2OS

Re: collision problem
#4  July 14, 2010, 03:22:27 am
  • ****
  • Ich schicke dich zur HOELLE ! ¡ ! ¡
    • Egypt
    • deuceovspadez.webs.com/
clsn2's are always playerpush enabled by default. Your problem here is the ground.width in the constants at the top of the .cns. You will need to increase them to at least as wide as your clsn2's.

It is best to match up. If it's longer or shorter you can get strange behaviour of p1 or p2 while pushing a static opponent.
Up to this date I have never ever had this problem sooooo beh


I learned something today


[ 052012 ] Inazumachi 181/256  /  deviantART   /  2OS Grafphicsxz  Dead Anims ( Orochi/Mizuchi )  /  608's FX Volume 3