I have this hitoverride:[State -2, HitOverride]type=hitoverridetrigger1= roundstate=2trigger1 = Command = "holdfwd"attr= SCA,AA,APstateno=1300ignorehitpause=1ctrl = 1slot=1time=1And 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??
kibanaruto22 said, June 09, 2008, 10:26:34 pmI have this hitoverride:[State -2, HitOverride]type=hitoverridetrigger1= roundstate=2trigger1 = Command = "holdfwd"attr= SCA,AA,APstateno=1300ignorehitpause=1ctrl = 1slot=1time=1And 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 exampletriggerall =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 helpcheers,RajaBoy
QuoteNope cause MUGEN to crash, ;==========<PARRY>==========triggerall = stateno ! = 800triggerall = stateno ! = 801triggerall = stateno ! = 805triggerall = stateno ! = 806triggerall = stateno ! = 810triggerall = stateno ! = 811triggerall = stateno ! = 820triggerall = stateno ! = 821triggerall = stateno ! = 822triggerall = stateno ! = 823triggerall = stateno ! = 824wow i thought you would know what i meant perhaps its my fault. didn't explain it thoroghly, go to the hitoverideand put those there. i mean isn't it obvious.oh well no harm done you'll get itcheers,RajaBoy [State -2, HitOverride]type=hitoverridetriggerall = stateno ! = 800triggerall = stateno ! = 801triggerall = stateno ! = 805triggerall = stateno ! = 806triggerall = stateno ! = 810triggerall = stateno ! = 811triggerall = stateno ! = 820triggerall = stateno ! = 821triggerall = stateno ! = 822triggerall = stateno ! = 823triggerall = stateno ! = 824trigger1= roundstate=2trigger1 = Command = "holdfwd"attr= SCA,AA,APstateno=1300ignorehitpause=1ctrl = 1slot=1time=1[State -2, HitOverride]<-----type=hitoverridetriggerall = stateno!=[800,824]<-------------------------------this would save so much space don't you think? trigger1= roundstate=2trigger1 = Command = "holdfwd"attr= SCA,AA,APstateno=1300ignorehitpause=1ctrl = 1slot=1time=1
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.
kibanaruto22 said, June 10, 2008, 12:17:51 am 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 changeanim2you'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
Well I guess I'll have to go all out cheap on this dude;[State -2]type = NotHitBytrigger1 = stateno =[800,824]value = SCA,AA,APSeemed to stop the problem Thanks for your help
kibanaruto22 said, June 10, 2008, 12:33:16 amWell I guess I'll have to go all out cheap on this dude;[State -2]type = NotHitBytrigger1 = stateno =[800,824]value = SCA,AA,APSeemed to stop the problem Thanks for your helpits better to just remove the collision boxes as, putting that there might interfare with other character throws.
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 triggergethitvar(isbound) = 0