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Constants tab in Fighter Factory and a quick question (Read 759 times)

Started by LaQuak, November 10, 2007, 12:45:17 am
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Constants tab in Fighter Factory and a quick question
#1  November 10, 2007, 12:45:17 am
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hey what up again. Quick question about Constants tab in Fighter Factory. After seeing other already made characters I noticed that their constants tab is organized more neater. For instance they have a Tab for normal attacks, super and specials ect. Where I only have 1 tab called Constants.cns. I am using Electbyte Player as a template that is why. I was wondering how I can make it like that where its more organized. I've already tried clicking New button to make a tabbed called 2 by default but I get errors. I was thinking that maybe I been to start a character w/o a template in order to make more then one tab in Constants.

Also I noticed when I do my air attacks like air punches and kick my full animation quickly jump down by it self. It does that even at the peak of the jump. Could this be because I am using Electbyte Player?

I know ultimately when I am more comfortable I will probably restart w/o a template but for right now Id like to know if i can eliminate as much as possible.

Thanks for reading :)
Re: Constants tab in Fighter Factory and a quick question
#2  November 10, 2007, 11:34:13 am
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not sure about the first one

but the second question I think I can answer, I had a problem where my char would lose all forward momentum
while doing an air attack, what I did was delete the "velset = 0,0" line from the hitdef
it fixed the problem.

hope this helps 
Re: Constants tab in Fighter Factory and a quick question
#3  November 10, 2007, 04:50:39 pm
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not hitdef but statedef.

while i do not use fighter factory to code; take a look at the character's def file, that shoudl explain how is that organization achieved. just close fighter factory and add more code files in then.def one, then create the cns files by copy pasting, then deleting the contents of char.cns
Re: Constants tab in Fighter Factory and a quick question
#4  November 10, 2007, 05:35:12 pm
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not sure about the first one

but the second question I think I can answer, I had a problem where my char would lose all forward momentum
while doing an air attack, what I did was delete the "velset = 0,0" line from the hitdef
it fixed the problem.

hope this helps 

Perfect. Thank you very very much sir.

I guess im having these isues because im usuing Electbyte Player as a template for my char which is probably why im running into these problems.
Also how do I get my crouching hard kick to sweep. Theres probably a line I have to delete there also i bet. well Im a fan of trial and error so ill go mess with iy.

Thank you again man :)
Re: Constants tab in Fighter Factory and a quick question
#5  November 10, 2007, 10:46:50 pm
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animtype = trip
fall = 1
ground.vel = -2,-5

that will cause a decent trip.

For the "organised" stuff. All it really is, is they have made more .cns files and called them things like supers, specials etc. It's not wrong to just use 1 cns file. It's just another way to do it.


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Re: Constants tab in Fighter Factory and a quick question
New #6  November 11, 2007, 06:26:39 am
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thank you very much again sir that works and ill look more into the code to play with it to understand.

This is where I am stuck next. Im making a dragon punch like move but I didnt know what option to chose from Fighter Factory and others told me not to do Projectile so I just chose Punch and it gave me the code like this

[StateDef 1004]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1004
poweradd = 20
sprpriority = 2

[State 1004, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 125
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

I can see me doing the animation but not jumping of the ground to do it. I've tried with setting the move to A for air right but still nothing. When I added VelSet code to it to see if there is something i could do with my velocity of the jump I did the animation till peak of the jump and my character just stood in mid air in a regular standing position without coming down. All this is using a electbyte template so I know that could be an issue but this move and throwing a mid air fire ball are the only mid air moves I have and I wana get them out of the way. I know I ask way to many questions but belive it or not thats how I learn heh. Thanks for understanding and maybe yall can point me on what I might be doing wrong in this situation.
Last Edit: November 11, 2007, 05:03:57 pm by laquak