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Parry throw problem (Read 610 times)

Started by KBN22, June 09, 2008, 10:26:34 pm
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Parry throw problem
#1  June 09, 2008, 10:26:34 pm
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I have this hitoverride:

[State -2, HitOverride]
type=hitoverride
trigger1= roundstate=2
trigger1 = Command = "holdfwd"
attr= SCA,AA,AP
stateno=1300
ignorehitpause=1
ctrl = 1
slot=1
time=1

And whenever I throw somebody and get hit while pressing forward they stick mid air. Is there anyway to stop this from happening or stop my throw states from using this override??
Re: Parry throw problem
#2  June 09, 2008, 11:18:25 pm
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I have this hitoverride:

[State -2, HitOverride]
type=hitoverride
trigger1= roundstate=2
trigger1 = Command = "holdfwd"
attr= SCA,AA,AP
stateno=1300
ignorehitpause=1
ctrl = 1
slot=1
time=1

And whenever I throw somebody and get hit while pressing forward they stick mid air. Is there anyway to stop this from happening or stop my throw states from using this override??


i don't quite understand what your asking???...but if you get hit while your throwing add triggeralls to the parry saying dont actiavte when stateno=your throw. i don't worry about this problem as i don't use collision boxes on my characters throw animations..
thats normal who says you have to be normal??

anywy example



triggerall =stateno!=800<---or whatever the state you throws are...maybe
triggerall =anim!=800 could be better depens on what you want to do...


just trying to help

cheers,RajaBoy
Re: Parry throw problem
#3  June 10, 2008, 12:04:32 am
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Quote
Nope cause MUGEN to crash,

;==========<PARRY>==========

triggerall = stateno ! = 800
triggerall = stateno ! = 801
triggerall = stateno ! = 805
triggerall = stateno ! = 806
triggerall = stateno ! = 810
triggerall = stateno ! = 811
triggerall = stateno ! = 820
triggerall = stateno ! = 821
triggerall = stateno ! = 822
triggerall = stateno ! = 823
triggerall = stateno ! = 824


wow i thought you would know what i meant perhaps its my fault. didn't explain it thoroghly, go to the hitoveride
and put those there. i mean isn't it obvious.

oh well no harm done you'll get it

cheers,RajaBoy
 

[State -2, HitOverride]
type=hitoverride
triggerall = stateno ! = 800
triggerall = stateno ! = 801
triggerall = stateno ! = 805
triggerall = stateno ! = 806
triggerall = stateno ! = 810
triggerall = stateno ! = 811
triggerall = stateno ! = 820
triggerall = stateno ! = 821
triggerall = stateno ! = 822
triggerall = stateno ! = 823
triggerall = stateno ! = 824
trigger1= roundstate=2
trigger1 = Command = "holdfwd"
attr= SCA,AA,AP
stateno=1300
ignorehitpause=1
ctrl = 1
slot=1
time=1

[State -2, HitOverride]<-----
type=hitoverride
triggerall = stateno!=[800,824]<-------------------------------this would save so much space don't you think? ;D
trigger1= roundstate=2
trigger1 = Command = "holdfwd"
attr= SCA,AA,AP
stateno=1300
ignorehitpause=1
ctrl = 1
slot=1
time=1
Re: Parry throw problem
#4  June 10, 2008, 12:17:51 am
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 ;D My bad!! Can't help us noobs for being noobish! Well it worked great, no more mid air stick, but now they're getting stuck right before they hit the ground. This is happening in simul mode or whenever my character fights two ppl.
Re: Parry throw problem
#5  June 10, 2008, 12:22:57 am
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;D My bad!! Can't help us noobs for being noobish! Well it worked great, no more mid air stick, but now they're getting stuck right before they hit the ground. This is happening in simul mode or whenever my character fights two ppl.

sounds weird...beats me sounds like something else is wrong maybe a missing target bind, change state, self state, of changeanim2
you'll have to fiure his one out or post the code so someone who likes solving the riddle of anonymous codes will help you...
 
cheers,RajaBoy
Re: Parry throw problem
#6  June 10, 2008, 12:33:16 am
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Well I guess I'll have to go all out cheap on this dude;

[State -2]
type = NotHitBy
trigger1 = stateno =[800,824]
value = SCA,AA,AP

Seemed to stop the problem  ;D

Thanks for your help
Re: Parry throw problem
#7  June 10, 2008, 12:35:26 am
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Well I guess I'll have to go all out cheap on this dude;

[State -2]
type = NotHitBy
trigger1 = stateno =[800,824]
value = SCA,AA,AP

Seemed to stop the problem  ;D

Thanks for your help


its better to just remove the collision boxes as, putting that there might interfare with other character throws.
Re: Parry throw problem
#8  June 10, 2008, 10:24:57 am
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Generally with a throw, both characters are invulnerable for the duration. This prevents bugs happening.

If one of them is vulnerable, it should be the player, and you need to have a selfstate that lets p2 out of his custom state if anything has gone wrong, this is generally done with the trigger

gethitvar(isbound) = 0


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