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How to hit opponent who is lying on the ground (Read 314 times)

Started by sarfraz192, June 15, 2013, 06:31:10 am
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How to hit opponent who is lying on the ground
#1  June 15, 2013, 06:31:10 am
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please see the pic and tell me how to make that move work on ground (more than 1 time).
p1 has attacking collision box and p2 has blue collision box but the move does not apply on the ground. here is the code:

[Statedef 1031]
type = S
movetype = A                         
physics = S
anim = 1030
velset = 0
ctrl = 0

[State -3, Sound]
type = PlaySnd
trigger1 = !var(9)
trigger1 =  animelem = 4
value = 200,0

[state 1015, counter var]
type = varset
trigger1 = animtime = 3
v = 19
value = 1

[State -2, burn]
type = Helper
triggerall = !NumHelper(4999)
trigger1 = movehit
trigger1 = numtarget
name = "Burn FX"
ID = 4999
pos = target, const(size.mid.pos.x), target, const(size.mid.pos.y)
stateno = 4999
ownpal = 1
supermovetime = 99999
pausemovetime = 99999
ignorehitpause = 1

[State 1030, 1]
type = VarSet
trigger1 = Time = 0
var(4) = -5

[State 1030, 1]
type = VarSet
trigger1 = Time = 0
var(5) = -10

[State 1030, pos1]
type = posadd
trigger1 = !Time
x = 4


[State 1030, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 48,12
animtype = hard
hitflag = MFD
guardflag = M
getpower = 50,0
pausetime = 8,20
sparkno = S6060
guard.sparkno = S7001
sparkxy = -5, -10
hitsound = S1056,1
guardsound = S6,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -2,-7
air.velocity = -2,-7
fall.yvelocity = -2
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = -4
guard.velocity = -8
palfx.time =50
palfx.add = 240,130,32

[State 3020, 1]
type = Explod
trigger1 = AnimElem = 5
anim = 8173
sprpriority = 5
ownpal = 1
pos = 60,0
id = 8173
Ownpal = 1
persistent = 0
Ignorehitpause = 1

[state 1030, counter]
type = varset
trigger1 = animelem = 6
var(9) = 0

[State 1030, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Re: How to hit opponent who is lying on the ground
#2  June 15, 2013, 06:49:55 am
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Does the move's downed hit work chaining it from anything outside that throw?
Your throw may have a custom state or animation where he's invincible, unallowing you to actually hit him.

Re: How to hit opponent who is lying on the ground
#3  June 15, 2013, 08:41:23 am
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state of throw is separate and ground hit is separate.
given above is the code for ground hit only.
i m beginner in coding, can't recognize custom state
Re: How to hit opponent who is lying on the ground
#4  June 15, 2013, 08:44:30 am
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state of throw is separate and ground hit is separate.
given above is the code for ground hit only.
i m beginner in coding, can't recognize custom state


Yes, but there's the chance the throw may be giving the opponent invincible frames, there's a way to check for this, on debug mode (Ctrl+D) hit Ctrl+C two times, and use the throw, If the other character's collision box turns green, or doesn't have any collision box, then the throw may be the problem. It's worth a shot because well, the hitdef does have the "D" flag into it, so it should have hit the opponent.
Re: How to hit opponent who is lying on the ground
#5  June 15, 2013, 08:53:26 am
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yes, there is no any collision box over the opponent while he is lying down, when it gets up then there is a little green box then full vertical green box.
what should i do now?

here is the throw code:

; kick (rear) throw : Issetsu Seoi Nage
[Statedef 915]
type = S
movetype = A
physics = S
anim = 915
sprpriority = 1
poweradd = 120

[State 915, 1]
type = Width
trigger1 = Time = 0
value = 90,0

[State 915, 1]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
anim = 7010+random%8
ownpal = 1
sprpriority = 5
pos = 60,0

[State 915, 1]
type = Explod
trigger1 = AnimElem = 9
anim = 7050
ownpal = 1
sprpriority = -1
pos = 60,0

[State 915, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 300,0
channel = 0

[State 915, 1]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
value = 5,4
channel = 1

[State 915, 1]
type = EnvShake
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
time = 12
ampl = -4

[State 915, 1]
type = TargetBind
trigger1 = AnimElem = 2,< 0
pos = -45,-60

[State 915, 1]
type = TargetBind
trigger1 = AnimElem = 2,>= 0 && AnimElem = 4,< 0
pos = -10,-85
[State 915, 1]
type = TargetBind
trigger1 = AnimElem = 3,>= 0 && AnimElem = 5,< 0
pos = 40,-90
[State 915, 1]
type = TargetBind
trigger1 = AnimElem = 4,>= 0 && AnimElem = 5,< 0
pos = 50,0
[State 915, 1]
type = TargetBind
trigger1 = AnimElem = 5,>= 0 && AnimElem = 9,< 0
pos = 70,0
[State 915, 1]
type = TargetBind
trigger1 = AnimElem = 9,>= 0 && AnimElem = 16,< 0
pos = 85,0

[State 915, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -56

[State 915, 1]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -77

[State 915, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Last Edit: June 15, 2013, 08:57:41 am by sarfraz192
Re: How to hit opponent who is lying on the ground
#6  June 15, 2013, 09:00:47 am
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Well that can be easily fixed. Show me the code for the the state the opponent goes to when he's being grabbed. That one would help out more.
Re: How to hit opponent who is lying on the ground
#7  June 15, 2013, 09:09:29 am
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its 9010 and 9011
i can't find 9011


; (P2) hit by Issetsu Seoi Nage
[Statedef 9010]
type = A
movetype = H
physics = N
sprpriority = 0

[State 9010, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9011

[State 9010, 1]
type = ScreenBound
trigger1 = AnimElem = 11,< 0
movecamera = 0,0

[State 9010, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 9010, 2]
type = SelfState
trigger1 = AnimTime = 0
value = ifelse(life,5120,5150)



; HIT_GETUP
[Statedef 5120]
type    = L
movetype= I
physics = N

[State 5120, 1a] ;Get up anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5111,5119]
trigger2 = !SelfAnimExist(5120 + (anim % 10))
value = 5120

[State 5120, 1b] ;Get up anim (for hit up/diag-up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5111,5119]
trigger1 = SelfAnimExist(5120 + (anim % 10))
value = 5120 + (anim % 10)

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 2]
type = PosAdd
trigger1 = AnimElem = 4
x = 15

      [State 5120, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5120, 4]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5] ;Can't be thrown right after getting up
type = NotHitBy
trigger1 = AnimTime = 0
value = , NT,ST,HT
time = 12

[State 5120, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = AnimTime = 0
value2 = SCA
time = 3

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
Re: How to hit opponent who is lying on the ground
#8  June 15, 2013, 09:19:05 am
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I need one little thing to make sure I can help you completely, I need the animation 9011 from your char's AIR file. So I'm sure of what I'll be doing.

Also sorry for asking for too many things ^^'
Re: How to hit opponent who is lying on the ground
#9  June 15, 2013, 09:25:53 am
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no problem for asking many thing, its ok


Re: How to hit opponent who is lying on the ground
#10  June 15, 2013, 09:28:04 am
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Um.. I meant the air code, like for example:

Code:
[Begin Action XXXX]
8000,55, 0,0, 7,
8000,56, 0,0, 3,
8000,60, 0,0, 3,
8000,61, 0,0, 3,
8000,62, 0,0, 3,
Re: How to hit opponent who is lying on the ground
#11  June 15, 2013, 09:33:59 am
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;
[Begin Action 9011]
5001,0, 0,0, 8
5011,0, 0,0, 5
5031,10, 0,0, 5,HV
5032,40, 0,0, 3
5040,0, 0,0, 3
5040,10, 0,0, 16
5040,20, 0,0, 9
5040,10, 0,0, 30
Re: How to hit opponent who is lying on the ground
#12  June 15, 2013, 09:47:03 am
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Alright! Let's finally help you out!

First thing's first, let's change the animation to this:

Code:
;
[Begin Action 9011]
5001,0, 0,0, 8
5011,0, 0,0, 5
5031,10, 0,0, 5,HV
5032,40, 0,0, 3
5040,0, 0,0, 3
5040,10, 0,0, 16
5040,20, 0,0, 9

Change your state to this:

Code:

; (P2) hit by Issetsu Seoi Nage
[Statedef 9010]
type = A
movetype = H
physics = N
sprpriority = 0
velset=0,0
ctrl=0

[State 9010, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 9011

[State 9010, 1]
type = ScreenBound
trigger1 = 1
movecamera = 0,0

[State 9010, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 9011

[Statedef 9011]
type = L
movetype = H
physics = N
sprpriority = 0
velset=0,0
ctrl=0

[State 5110, 1]
type = ChangeAnim
trigger1 = Time=0
value = 5110

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
value = F7, 2

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
value = 62
pos = 0, 0
under = 0

[State 5110, 11] ;If just died
type = Selfstate
trigger1 = !alive
value = 5150

[State 5110, 11] ;Getting Up
type = Selfstate
trigger1 = Time>=30
value = 5120

Re: How to hit opponent who is lying on the ground
#13  June 15, 2013, 10:23:01 am
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yes its working
thanks man for your quick help and the time