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Fighter Factory 3 states edit? (Read 444 times)

Started by Andyi, May 09, 2013, 11:55:42 pm
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Fighter Factory 3 states edit?
#1  May 09, 2013, 11:55:42 pm
    • andrewnoble89@hotmail.com
Hey all.

Wondered if anyone could help me out here.
I'm making my first mugen character and I haven't quite got my head around the states yet.
At first it was easy because there's a bunch of tutorials on youtube for the older versions of FF, but since I had to update to FF3, there's just a lot of different lay outs and such which confused me.

I just want my character to be able to impact the opponent when punching, kicking, etc.
Very basic moves right now, but I'm lost as I learnt how to edit the states from the old version.

I think before you'd just highlight the text, click add, then put in stuff like the damage and which frame it activates on.
Right now it's just set to default like this;

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


All I've done thus far is add the sprites and the CLSN's.
How do I edit this to actually attack on frame 3?

Any help would be awesome =3
Re: Fighter Factory 3 states edit?
#2  May 10, 2013, 06:37:55 pm
  • *****
  • aka G.o.D.
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    • god-of-death-alex.deviantart.com/
First you have to have an animation, in the .air file.
Second, in the .cns, add a hitdef, and make trigger1 equal to the animation element (AnimElem) 3.
A hitdef looks more or less like this: (taken from KFM)
Code:
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3      ;here you set when the attack hits
attr = S, NA                           ;standing normal attack
animtype  = Medium
damage    = 57                    ; the damage; if there isn't the second number it will deal no damage when guarded
guardflag = MA
pausetime = 12,12
sparkno = 1                         ;the number of the hitspark animation; use sxxxx   (where xxxx is a number) to use your hitsparks;
sparkxy = -10,-70                ;position of said hitspark
hitsound   = 5,2                   ;the sound when the attack hits; like hitsparks, use syyyy (where yyyy is a number) to use your sound from your soundfile
guardsound = 6,0                ;sound when guarded
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -5.5
air.velocity = -2.5,-4

Explaining simple stuff here.
It works like the old versions of Fighter Factory.
I hope it helps.