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help with custom gethit state (Read 290 times)

Started by Zodiac Uchiha, November 08, 2010, 11:40:59 am
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help with custom gethit state
#1  November 08, 2010, 11:40:59 am
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hi @ all !

this time i would like to ask about custom gethit states. i am not very good in this , yet. um..i know, that if p1 hits p2, and i want p2 to behave like he was hit, i have to give him the animation of state 5000, right ? but if the attacks of p1 are much quicker , how do i manage this ? there must be another way than to calculate the exact time of p1 anim in order to adjust p2s anim in the gethit state. i am sure it is much easier.
another question is, how do i do the animtype ? if we choose low in a hitdef, the opponent behaves as if he was hit in the stomach. but i cannot imagine how to do that. and if i have to make a complete new animation in the air file, then i have to know what anims i am allowed to use.
once ago, i had the problem that the p2 anim the the gethit state looked like it was a standing one, but ingame it looked like he was under the ground or in mid air. you know ? out of place. i tried out many anims then. i choosed the one of group 5000 and it worked.

it would be kind if anyone helps me out here. i am totally at a loss
Re: help with custom gethit state
#2  November 08, 2010, 10:15:11 pm
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You don't adjust p2's anim here, you just use it. So changeanim rather than changeanim2. You should be using a required anim so it ought to play correctly.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: help with custom gethit state
#3  November 08, 2010, 11:55:35 pm
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whats the difference between changeanim and changeanim2 ??
with adjusting, i wanted to say that I may have to reduce or increase the time of the frames of the animation. because if he is hit quicker than the anim finishes, then he has to start over with the gethit anim. how do i do that ?
Re: help with custom gethit state
#4  November 09, 2010, 12:55:27 am
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Uh? I don't understand. What do you want to achieve here. What does the attack do and what effect do you actually require.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: help with custom gethit state
#5  November 09, 2010, 12:36:17 pm
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ok.no problem. i will try to explain as clearly as possible.
you know the MVC2 Zero ? the one of dark Cypher Lucious ?
i want to add a custom hyper. i made many anims out of the existing sword moves he has. and now to the move :

as soon as it activates, he dashes towards p2 and if he hits him, then Zero starts to strike him with the sword anims i made. first from the left, and as soon as the first anim reaches the last frame, i gave him a positive x velocity in order to go through p2 and reach the right side. then from the right side, he strikes again with a nearly similar anim. and again, as soon as this anim reaches the last frame, i put in a positive x velocity to go through p2 and reach the other side...and so on...3 or 4 times he repeats this and then , as soon as the last strike of the anim hits, p2 falss down without x velocity and Zero should make his taunt. thats it

I think i am able to write the states of Zero on my own. and if not, then the problem wont be that difficult to deal with. at least i hope so. but the custom state in which i want to put p2 here is very difficult for me to write since i dont know how to make p2 behave exactly as i want him to. of course, i want p2 to behave as realistic as possible. that means, he should react to the hits at the right time. it wont be cool if he would show reaction to a strike after 10 seconds , would it ? thats one of the problems.
another problem is , that if p2 reacts at the proper time, the gethit animation will require a few time to end and put p2 into his stance. but what if p1 hits p2 in this time ? then, p2 has to react without the gethit anim to end. how do i do this ?
and the last thing i mention is, that i dont know, if its better to write hitdefs for the slashing anims, or to customly add the sparks and behaviour...the damage would then be carried out with targetlifeadd...
now if i use the hitdefs, and set the ground.hittime to , lets say, 20 or so...and p1 strikes p2 in this hittime,will p2 be able to escape this move ?? that isnt supposed to happen.

ok thats enough for now if there are more problems, lets deal with them later. if i am able to write custom states properly, then i will update Shin Akuma even more. thats what i am aiming for.
Re: help with custom gethit state
#6  November 09, 2010, 08:39:44 pm
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
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You should not need a custom state here. You alter the pausetime so as to make them react when you want. You use the hittime to extend how long they're hit for. This shouldn't require custom states at all.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: help with custom gethit state
#7  November 09, 2010, 09:19:11 pm
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hm..if thats the case, i will try that out.
i will write the state of zero and then fight vs many opponents to see if thats ok and they are not escaping the move.

i will post the success here, or i will pm you if the thread will get too old. because i dont know when i will continue there. but thank you for this suggestion.