how do i remove infinite priority from projectiles? my characters projectiles go through other projectiles. i wanna make them hit another projectile and destroy.would i need to give it a clsn2 box?
is is a helper projectile with a hitdef? or helper projectile with an animation and a invisible projectile?
ok well i figured it out for projectile code, just now all thats left is helper projectiles?just added a blue collision box and made it standard.obviously with a helper its a different story, because once the helper gets hit it clones into p1 if you have a blue hitbox
blackchaos07 said, August 10, 2008, 02:12:49 pmok well i figured it out for projectile code, just now all thats left is helper projectiles?You needa hitoverride so when it's hit by any projectile it goes into a fade away state, don't forget the clsn2 and a hitby sctrl that saysit's can only be hitby projectile otherwise you can punch it and make it turn into a clone
spoke too soon lol,when the helper projectiles collide, it shows a hitspark like its connected with the opponent lol?[mcode][State 1005, hitoverride]type=hitoverridetrigger1= 1time=-1attr=SCA,AA,AP,ATstateno=1071ignorehitpause=1[State 1005, hitby]type=hitbytrigger1= 1time=-1value=SCA,NP,SP,HPignorehitpause=1[/mcode]i put stateno = 1071 for the fade out state, but it seems to look at the hitspark no.here is the fadeout state.[mcode][Statedef 1071]type=Aphysics=Nmovetype=Ianim=1080velset=0,0ctrl=0sprpriority=4movehitpersist=1[State 1006, snd]type=playsndtrigger1= !timevalue=S0,997ignorehitpause=1persistent=0[State 1006, end]type=destroyselftrigger1= !animtime[/mcode]
ok, one last issue, even tho a hitby is added.when you try to hit the helper, you get hit by it, but destroy the helper on hit and it goes into the fade state, so the problem being, the person hitting the helper has the hitspark on him, and the helper fadeout happens when the helper is hit which is before you get hit. that sounded a little confusing lol, ill put a pic up.see, p2 gets hit but before he got hit he hit the helper causing it to fade?
Why is the fade spark all the way back there?, anyways since it's a hit defSee if the Projectile is moving faster than the animation, by using debug clsn view...Also are you using an explode as a hitspark? if so change the pos type to p1
no my hitspark is set up in the hitdef,the move works as normal, its when you try to hit the helper it cancels the helper and turns into the fade spark, so the problem is the helper can be hit by a basic attack?
it seems to be doing damage, why is the fade spark back there though?how about posting the projectile state and fade state please?
when i do the move and dont make p2 hit the helper the fade spark appears as it should.[mcode][Statedef 1070]type=Aphysics=Nmovetype=Aanim=1070ctrl=0velset=7,0sprpriority=4[State 1070, AssertSpecial]type = AssertSpecialtrigger1 = 1flag = noshadow[State 1070, Afterimage]type = AfterImagetrigger1 = time = 0length = 6PalBright = 30, 30, 0PalContrast = 70, 70, 20TimeGap = 1FrameGap = 2Trans = subtime = 15[State 1070, hitoverride]type=hitoverridetrigger1= 1time=-1attr=SCA,AA,AP,ATstateno=1071ignorehitpause=1[State 1070, hitby]type=hitbytrigger1= 1time=1value=SCA,NP,SP,HPignorehitpause=1[State 1070, Afterimage]type = AfterImageTimetrigger1 = AnimElemTime(6) < 2time = 2[State 1070, 1]type = HitDeftrigger1 = time >0attr = S,SPvelocity = 3damage = 40animtype = Hardguardflag = MAhitflag = MAFpriority = 3, Hitpausetime = 4, 6sparkno = S6100+(random%4)guard.sparkno= S8010sparkxy = -5,-10hitsound = S0,997givepower = 60guardsound = 6,0ground.type = Highground.slidetime = 30ground.hittime = 12ground.velocity = -4airguard.velocity = -1.9,-.8air.type = Highair.velocity = -1.4,-3air.hittime = 12palfx.time = 32palfx.add = 224,68,-40palfx.mul = 256,192,128palfx.sinadd = -160,-160,-160,14palfx.color = 0palfx.invertall = 1fall = 1[State 1070, end]type=changestatetrigger1= movecontactvalue=1071ignorehitpause=1[State 1070, end]type=destroyselftrigger1 = movecontacttrigger2 = time > 170[Statedef 1071]type=Aphysics=Nmovetype=Ianim=1080velset=0,0ctrl=0sprpriority=4movehitpersist=1[State 1071, snd]type=playsndtrigger1= !timevalue=S0,997ignorehitpause=1persistent=0[State 1071, end]type=destroyselftrigger1= !animtime[/mcode]state 1071 is the fade state.the fade state is back there, because i tried hitting the helper with a standing strong punch so it has reach, and it destroyed the helper, but i also got hit but the spark appeared in the right place. i just dont want the helper to be able to be destroyed by an attack apart from projectile.
Put the hitoverride at the bottom of the hitdef before the destroyselfand make it only override projectilesca,np,sp,hpand make the hitby the same and put that above the hittoveride.Remove the changestate at the end of the projectile state because it is not needed and just leave the destroy self
ok that works but........oddly tho, even when i dont try and hit the helper, and launch it at p2, it gives the hitspark but now no fadespark
My fault,leave the destroy self but only with the frontedgedist destroy,then the use a changestate triggered by movecontact to change to the fadeaway state
ok i think i know what the problem is, your method works by the way thanks, but heres the prob now.this is me throwing the helper projectile, and i made p2 try kicking itnow because p2 cant kick projectiles, it will hit the blue collisions on his leg....as you see the helper fade spark, but the problem i found is the blue hitspark....i want it to be where the projectile fade spark is, at all times, works fine while in stance they both appear together. so is there a way of coding this?
no but i tried that and still the same, i wonder if this is causing the prob.because i was using don dragos .air file as a base i left his collisions in, seems they are poorly done and does the leg really need that much blue collision on it, because when the helper connects to p2 its gonna explode as soon as it hits that blue box, and the spark will be 0,0 or whatever, so mayb if i shortened or removed it that might make things better?also notice the previous post, the fade spark of the helper is the exact position as his foot in this post, so it must be the box right?.
yea just to confirm that was the problem after all that lol. also not keen on the idea of blue hit spark appearing when both projectiles clash, as it only hit the projectile not the fighter, so i looked at pots method and tried it out and it works.use the hitspark as an explodwith this postype=leftpos=ceil((target,pos x)-((target,const(size.ground.front)-10)*facing)+160),ceil(screenpos y)although i dont fully understand the second line it works lol and now no hit spark appears when both helpers clash, it only fades
pos=ceil((target,pos x)-((target,const(size.ground.front)-10)*facing)+160),ceil(screenpos y)Well understand it or do't use it here i'l epxplain itThe projectile is a helper there for it can have a target, and specifically in the the targets pos x, , then you know what the constanst are right where your head pos is etc......run sped..etc.....well he's bounding it to the ground front which is basically autamtically set width sctrl, and he mutlplies it by the enemies facing which can be - 0r + and adds 160 to it which is basicall a decant amount of pixels to get where you want the explode to appear at, ciel screen pos y is obvious you should know a code before you copy it.Cheers,Rajaboy
yea i know my bad thanks for explaining tho i did understand some of it. but you helped me to understand all of it.ceil is the ceiling function i read up but not sure i understand it very well like one of the examples in the docs isvalue = ceil(5.5)whats that mean? 5.5 X or Y from the ceiling or something?i could never imagine myself using that much complicated code tho lol, i think the main thing id get stuck on is where to implement the parenthesis () some have (( at the start because they are bracketing one inside iteven when i was doing my visual basic C++ programming course that was an issue for me well heres an odd one lol i found out what Log does so i thought it would be funny to try it in the ground velocity in the hit def for p2ground.velocity = log(2,64) aparently sets the base 2 to the logarithm 64 which makes 6.0 according to mugen docs which is false because i calculated it on the net and it came back 0.4 lol so the opponent comes to wards me after being hit lol fun.......what i did find out is log(3,2) reads 3 as squared so thats 9.......i like geeky maths loli better stop now, this is prob for developmental descussion
-parenthaises are easyit's like a math equations math is easy for you right?..well it doesn't have to beifelse(var(9)=0,5,ifesle(var(9)=1,10,15))two parenthesis at the end why?because at the end of an ifelse you close the parentheis at the end of 2 ifelses you close it twice.-you can't do thisifelse(var(9)=[20,55],0,45)you have to close the parenthesis in the var(9) equationifelse((var(9)=[20,55]),0,1)giving you more parenthesis at the beginning of the equation, you'll get th hang of it.also when ifelse certain triggers like animelem, you have this method with parenthesis mugen is crazy like that.Cheers,Rajaboy
seems to make more sense, i understand why that ifelse code needs 2 parenthesis at the end now.also dunno if you noticed i edited the last post, talking about Log.....i successfully used it in an experiment, is that something you have used?