I wanted to take advantage of the hi res scaling for my hitsparks in a project im in the middle of. Yeah I can do a basic explod layout and use the scale factor of .5,.5 and randomize them per attack but to properly place them is where I am kinda stuck at. For instance, if I do an attack while standing and the opponent is standing, it will show at the correct position i have coded.If I do a standing attack and the opponent is jumping and the attack hits, the spark will look displaced.What would be the proper method for me to use this explod to appear at the correct position no matter where the character hits the opponent whether standing, crouching, and jumping?Im trying to avoid using multiple explods in a single state for hitsparks if possible.Thanks in advance.
even if i assign the sparks to player one, those single basic attacks that stays the same whether far or close up wont be placed correctly.
you can:A) read the enemy's statetype during the hit and place the explod according or...2) give the explod a fixed position (like where would hit)method A with the explod binded to P2 and method B with the explod binded to p1dunno what else to do, you may just check P.o.t.S. latest chars
Alright, I didnt know Phantoms characters uses that method I'm trying to do, I'll see what I can cook up.
you could use on the y postition Ceil( p2bodydist y + 10) ....these will compare your and your enemy position, for example..if both are standing, the position will be 10 ......the ceil, its just to avoid debug flood
http://mugenguild.com/docs/sctrls.html#HitDef said: sparkxy = spark_x, spark_y (int) This is where to make the hit/guard spark. spark_x is a coordinate relative to the front of P2. A negative value makes the spark deeper inside P2. "Front" refers to the x- position at P2's axis offset towards P1 by the corresponding width value in the [Size] group in P2's player variables. spark_y is relative to P1. A negative value makes a spark higher up. You can use a tool like AirView to determine this value by positioning the cursor at the "attack spot" and reading off the value of the y-position. Defaults to 0,0 if omitted.Take the numbers you would be using if you made it a regular hitspark, calculate the position the hitspark would be at using this formula (at the instant the move hits) and add the two. Whether the opponent is jumping or standing, this formula doesn't change. This is what sparkxy normally does, so if you want to do the same thing as a regular hitspark, use that.
I took a look at Pots Nakoruru and figured out how he did it and its working properly!Thank you all for helping!