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Hadouken Help!! [SOLVED] (Read 349 times)

Started by KBN22, September 20, 2010, 02:40:59 am
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Hadouken Help!! [SOLVED]
New #1  September 20, 2010, 02:40:59 am
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I recently added this to my CMD, in order to stop multiple Hadoukens
from appearing on the screen at the same time.
Code:
triggerall= ifelse(!var(20),!numhelper(1005) && !numhelper(1006) && !numhelper(1007),1) && !numhelper(1013) && !numhelper(1014) && !numhelper(1015)
But whenever I use my fire Hadouken, I can't fire another one
until P2 completely recovers, even when hes flat on the ground.
Is there any way to get it so I can Fire my hadoukens when hes in his get hit states?

1005-1007 are the Hadouken Helpers
1013=1015 are the Fire Hadouken Helpers

EDIT: I figure it has something to with the var(20) - which is just an electric Fire hits var.. wut kind of var can I make so that I can hit his get hit/recovery states?
Last Edit: September 21, 2010, 12:29:56 am by kibanaruto22
Re: Hadouken Help!!
#2  September 20, 2010, 03:30:49 am
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How long does the helper take to destroy itself once it hits? Now my standard method for helper destruction if comboability isn't important is Helper>destroystate>explod>dead once explod appears. If your helper has a 30-40 tick "death" animation, it's still alive even if it's actually going boom.


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Re: Hadouken Help!!
New #3  September 20, 2010, 03:41:53 am
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I mean it goes boom and destroys itself, then p2 lies on the ground for a sec and not until he stands back up can I fire another hadouken...
 
Here's the code for the last fire Hadouken and its helper end state:
Code:
;---------------------------------------------------------------------------
; Fire Hadou-Ken: Helper - Z
[Statedef 1015]
type    = A
movetype= A
anim = 1010
sprpriority = 3

[State 1015, 0]
type = Helper
triggerall = parent, Pos Y = 0
trigger1 = Time = 0 ;AnimElem = 5
helpertype = normal
name = "Projectile Dust"
postype = p1
pos = 6, 71 ;54, 5
stateno = 8022
sprpriority = 4
ownpal = 1
persistent = 0

[state 1015, 1]
type = VelSet
trigger1 = Time = 0
x = 5

[State 1005, Assert]
type=trans
trigger1= 1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 1015, 2]
type = HitDef
trigger1 = Time = 0 && P2BodyDist X > 80
attr = A, SP                     
damage = floor(100 + (root,var(41))/(1+(root,Var(19)/5.0))), 7
animtype = Heavy                 
guardflag = MA                 
hitflag = MAF                 
priority = 5 + var(43), Hit               
sprpriority = 3
pausetime = 2, 2     
guard.sparkno = S8200           
sparkno = S8271
sparkxy = 0, 0             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 20
ground.hittime  = 25             
ground.velocity = -5,-5;-10, -5
airguard.velocity = -5
air.type = High                 
air.velocity = -4,-4;-9, -4           
air.hittime = 25
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 220,95,30
palfx.mul = 240,190,60
palfx.sinadd = 80, 80, 80, 5

[State 1015, 3]
type = HitDef
trigger1 = Time = 0 && P2BodyDist X <= 80
attr = A, SP                     
damage = floor(105 + (root,var(41))/(1+(root,Var(19)/5.0))), 8
animtype = Heavy                 
guardflag = MA                 
hitflag = MAF                 
priority = 5 + var(43), Hit               
sprpriority = 3
pausetime = 3, 3 
guard.sparkno = S8200               
sparkno = S8271
sparkxy = 0, 0             
hitsound = S15, 2                 
guardsound = S16, 0               
ground.type = High               
ground.slidetime = 20
ground.hittime  = 25             
ground.velocity = -5,-5;-15, -7
airguard.velocity = -5
air.type = High                 
air.velocity = -4,-4;-14, -6           
air.hittime = 25
fall = 1
air.fall = 1
palfx.time = 31
palfx.add = 220,95,30
palfx.mul = 240,190,60
palfx.sinadd = 80, 80, 80, 5

[State 1015, 4]
type = ParentVarSet
trigger1 = NumTarget > 0
trigger1 = !target, IsHelper
trigger1 = parent, P2BodyDist X > 140;80
trigger1 = MoveHit
v = 20
value = 3
ignorehitpause = 1

[State 1015, 5]
type = ParentVarSet
trigger1 = NumTarget > 0
trigger1 = !target, IsHelper
trigger1 = parent, P2BodyDist X <= 140;80
trigger1 = MoveHit
v = 20
value = 4
ignorehitpause = 1

[State 1015, 6]
type = HitBy
trigger1 = 1
value = SCA, NP,SP,HP

[State 1015, 7]
type = HitOverride
trigger1 = 1
attr = SCA, AA,AT,AP,NA,NP,SP,HP,NT,HT
stateno = 1016
time = -1

[State 1015, 8]
type = ChangeState
trigger1 = MoveContact || BackEdgeDist < -45 || FrontEdgeDist < -45
value = 1016

[State 1015, flames]
type=helper
trigger1= movehit && numtarget && numhelper(8300)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=8300
ID=8300
name="flames"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
;---------------------------------------------------------------------------
; Hadou-Ken: Helper (end)
[Statedef 1016]
type = A
movetype = I
ctrl = 0
anim = 1011
velset = 0, 0
sprpriority = 2

;[State 1016, var(51)]
;type = ParentVarSet
;trigger1 = 1;Time = 0
;v = 51
;value = 1
;ignorehitpause = 1

[State 1005, Assert]
type=trans
trigger1= 1
trans=addalpha
alpha=256,256
ignorehitpause=1

[State 1016, 1]
type = DestroySelf
triggerall = Time > 10 ;AnimTime = 0
trigger1 = P2MoveType != H ;NumTarget = 0


EDIT: I figure it has something to with the var(20) - which is just an electric Fire hits var.. wut kind of var can I make so that I can hit his get hit/recovery states?

EDIT: FIXED, turned out to be a poor coded DestroySelf trigger, here's the new one:
[State 1016, 1]
type = DestroySelf
triggerall = Time >= 10       
trigger1 = Parent, anim != 1011
Last Edit: September 21, 2010, 12:29:40 am by kibanaruto22