I just downloaded a recent version of fighter factory, and it has this throw creator thing. May be the other one had it too, but im trying to put my throwing move together and when i test it out in mugen, the opponent just stands there when i walk up to her to execute the move. I've been trying to figure it out all day long, anybody have any suggestions?
Did you use a type = targetstate ? Does it have a correct trigger ? Did you put an hitdef to even have a target at all ?We just can't help if you don't post your code.
Where it says [State 810, Bind 1] I put the opponent in the position of (-5,-2) to be grabbed on the throw attempt.
You don't have any hitdef.For targetbind / TargetLifeAdd / [anything related to target] to work, you need to have a target.To have a target, you need a successful hit.For throws, you first code a hitdef. Look it up in the docs, it's better than just using the default from Fighter Factory, since throws need specific things. (note that the lines p2stateno and related in the hitdef block are getting obsolete and a "type = targetstate" like what you did is usually preferred)Then, you can code a TargetState triggered by "NumTarget". And when you're sure the target is in the correct state, you can safely use targetbind/targetlifeadd.
You can in fact copy paste the text into your post and use the [ code ] tags.Another problem, ignoring your throw hitdef not being there, is your triggeranimelem = 1 is only true for 1 tick. Your opponent will be bound for that tick and then be dropped. If your custom state is coded right, he'll also fall out of his custom state.Make use of targetbinds "time" parameter if you're going to use that trigger.
Quoteanimelem = 1 is only true for 1 tick.Depends on how long the elem 1 of his anim lasts, but I'm nitpicking.
This is what the throw creator put in my cns file. Its State 800 through 821 and I know its still kind of hard to see, but if you look on the second box where it says [State 810, Bind 1] thats where i begin the throw. If I need to, where do I add the type = hitdef?
QuoteDepends on how long the elem 1 of his anim lasts, but I'm nitpicking.Well if it lasts one tick, then yes animelem = 1 will be true for the whole frame. If it lasts 5 ticks my statement holds true. From the Docs.Quotetrigger1 = AnimElem = 2 True on the first game-tick that the player's animation is on element 2. Is equivalent to saying: trigger1 = AnimElem = 2, = 0I see nothing HUGELY wrong with that although it's got lots of little small problems.Got a red hitbox on anim 800? Have you created a changestate in the .cmd for this attack?