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[HELP] Projectile Problem (Read 797 times)

Started by ExitWound, October 14, 2008, 03:27:27 am
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[HELP] Projectile Problem
#1  October 14, 2008, 03:27:27 am
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I'm new to creating characters in MUGEN and I wanted to start. I began following the narutorial that I downloaded (Don't know who made it...)
I got to the projectile part and I'm having a problem with it. This is what it says:



Now, this is what I have:


.CNS File
Code:
;-| Projectile |------------------------------------------------------------
[State 0, Projectile]
type = Projectile
trigger1 = Time >= 0
ProjID = 6000 ;This is used in conjunction with numproj(6000)
projanim = 6000 ;Projectiles animation
projhitanim = 6010 ;Projectiles hit/remove anim.
projremanim = 6010 ;As above
projcancelanim = 6010 ;As above
projremove = 1 ;Remove once it hits
projremovetime = -1 ;-1 means this projectile won’t be removed until it hits
velocity = 4,0 ;how fast it moves
projedgebound = 40 ;edge for removal
projstagebound = 40 ;as above
projheightbound = -240 ;as above
damage = 150
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitflag = MAFP         ;You should always have P so the projectile can ;cancel others
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
attr = S, SP ;SP Special Projectile
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 2             ;Time that the opponent slides back
ground.hittime  = 5              ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air


.CMD File
Code:
[Command]
name = "projectile"
command = B, a
time = 20

Code:
[State -1]
Type = ChangeState
Triggerall = Command = "projectile"
Triggerall = StateType = S
Trigger1 = Ctrl = 1
Trigger1 = NumProj(6000) = 0
Value = 1000
Re: [HELP] Projectile Problem
#2  October 14, 2008, 03:58:42 am
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  • I hang out tough. I'm a real boss.
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    • litotichues.com/
well the error says its that trigger you have...

numproj(6000) is wrong, when specifying an ID number you use Numprojid(6000) That should fix that problem.
Re: [HELP] Projectile Problem
#3  October 14, 2008, 09:23:12 am
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Changing tutorial. Uploading new version tommorow. I barely use proj anymore and just using numproj is global. Obviously, different for the ID version.


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] Projectile Problem
#4  October 15, 2008, 01:53:56 am
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Hey! Thanks a lot! That made him usable in the game. Unfortunately, this occurred when I tried to throw the projectile:



And stupid naruto just stood there...
Re: [HELP] Projectile Problem
#5  October 15, 2008, 11:02:06 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You don't have a statedef 1000 yet.


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] Projectile Problem
#6  October 16, 2008, 11:25:40 pm
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Thanks for the help again! 2 more things  >:(

This is what happens when it hits:



It keeps going until it hits him exactly 22 times AND the kunai is invisible....
I only want it to hit him once =\

This is what I have for the projectile in my .cns file now:

Code:
[StateDef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 20

[State 1000, Projectile]
type = Projectile
trigger1 = Time >= 0
ProjID = 6000
projanim = 6000
projhitanim = 6010
projremanim = 6010
projcancelanim = 6010
projremove = 1
velocity = 4,0
projedgebound = 40
projstagebound = 40
projheightbound = -240
damage = 1
sparkno = 0                     
sparkxy = 0, 0               
hitflag = MAFP        
hitsound = 5, 0                 
guardsound = 6, 0               
attr = S, SP
ground.type = High               
ground.slidetime = 0             
ground.hittime  = 3             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.type = High                 
air.velocity = -1.4,-3           
air.hittime = 12                 

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Re: [HELP] Projectile Problem
#7  October 16, 2008, 11:30:58 pm
  • ******
  • I hang out tough. I'm a real boss.
    • USA
    • litotichues.com/
remove the grater than from the trigger in the hitdef. that telling it to keep activating every single tick of state.
Re: [HELP] Projectile Problem
#8  October 17, 2008, 01:40:14 am
  • *
Omg thanks man  ;D

The other thing though... The kunai is invisible...
Re: [HELP] Projectile Problem
#9  October 17, 2008, 05:45:20 am
  • ****
  • English fluency I am swear!
    • Canada
The kunai must be missing it's animation. it only has the clsn.
Quote
And "Reality" is unveiled.
What did it want . . .
What did it see . . .
What did it hear . . .
What did it think . . .
What did it do . . .
Re: [HELP] Projectile Problem
#10  October 17, 2008, 09:10:12 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
time = 0 on the frame, or you haven't followed any of the other tutorials.


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.