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dissapearing collisions? (Read 447 times)

Started by warioman, October 11, 2010, 11:17:54 pm
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dissapearing collisions?
#1  October 11, 2010, 11:17:54 pm
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One of my character's animations has a clsn2 standard collision, but in mugen, when I press ctrl+c, the collision disappears for some strange reason. how can I fix this?
Re: dissapearing collisions?
#2  October 11, 2010, 11:22:46 pm
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Do the clsn over and implement the clsn default via notepad. Or just don't use clsn default; if you're lazy, just copy paste the clsn you wish to be defaulted to every frame.
Re: dissapearing collisions?
#3  October 12, 2010, 12:12:51 am
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In the frame where it disappears have you applied a clsn2 without standard? If so that will overwrite what was there as FF has a bug with this feature. It does not display the behaviour mugen uses.

People think FF does it properly and mugen is wrong but it's the other way round. Defining a clsn over a clsn standard overwrites it for that frame.


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Re: dissapearing collisions?
#4  October 14, 2010, 02:39:02 am
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another strange thing I noticed is that my character's walking forward animation has collisions when I press ctrl+c, but the walking back animation doesn't seem to have any.
Re: dissapearing collisions?
#5  October 14, 2010, 02:51:07 am
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That more or less implies you haven't put any clsns on anim 21.


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Re: dissapearing collisions?
#6  October 14, 2010, 02:55:33 am
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I did put clsns on that anim but they don't appear on mugen when I press ctrl + c.
Re: dissapearing collisions?
#7  October 14, 2010, 07:21:49 am
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Then you didn't put clsn's on the animation you think you did. If there are no clsn's showing in mugen there are no clsn's on the animation mugen is using because you haven't put them there.

Double/triple check.


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Re: dissapearing collisions?
#8  October 28, 2010, 09:00:31 pm
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In the frame where it disappears have you applied a clsn2 without standard? If so that will overwrite what was there as FF has a bug with this feature. It does not display the behaviour mugen uses.

People think FF does it properly and mugen is wrong but it's the other way round. Defining a clsn over a clsn standard overwrites it for that frame.

Correct me if I'm wrong here, but couldnt that be used to your advantage? Say you have an attack where the majority of the startup and recovery frames have the same (if not similar) hitboxes, but not the actual attack (ie: extending a limb), you could just define the clsn on those frames only and leave everything else as the default, no?

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Re: dissapearing collisions?
#9  October 28, 2010, 10:25:59 pm
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That's how you do use it? You apply the clsn you don't want to change, when it does change, alter it for the whole sprite, then do nothing for the rest of the frames and you'll get the default back.

The problem is people think the default clsn's are still THERE when they define additional clsn boxes because of what FFC was displaying. This wasn't how it actually worked though and you had to redefine everything if you were going to add additional clsn1/clsn2


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