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Problem with hit and defense sparks in high resolution (Read 397 times)

Started by Daimonmau, May 13, 2009, 01:32:09 am
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Problem with hit and defense sparks in high resolution
#1  May 13, 2009, 01:32:09 am
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I am having a big problem, I want the hitsparks and the guardedsparks animations to have his size diminished by half. so, since I don't know a way to make the animations of the hitsparks decrease his size, I anuled then and put explods to happen when the char hit the enemy or is defended.

in theory all coll, but in moves that do more than one hit a big problem is happening:

if I put a trigger like this on the explod:
   Trigger1 = movehit"; (or moveguarded)
the explod only on the first hit moment, in the other hit moments he don't.
so, if I put like this:
   Trigger1 = (movehit)&&(animelem=3)
   Trigger2 = (movehit)&&(animelem=4)
he appears only on the first hit, never on the second (not even if only the second hit hits)
if I do this on other move:
   Triggerall = movehit
   trigger1 = animelem = 5
   trigger2 = animelem = 6
   trigger3 = animelem = 7
   trigger4 = animelem = 9
he only appears on the "animelem=9"
If I create 2 explods:
one with "Trigger1 = (movehit)&&(animelem=3)"
and other with "Trigger1 = (movehit)&&(animelem=4)"
2 of the explods appear on the first hit, and, unles only the second hit hits, none on the second (animelem=4).

well, I could give more examples, but I hope this is enough. Off course I will have to create more explods for the moves with multhits to choose the position of the explod, but the thing is why multi-triggers aren't working here? and I don't want to, in a supermove with some 30+hits to have to put 30+explods for defense sparks and 30 more for hit sparks. I am without a clue, there isn't a better way to put hit sparks on decreased size (maybe something on the -2 or -3 place?)?
Re: Problem with hit and defense sparks in high resolution
#2  May 13, 2009, 02:11:37 am
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it's because yu are usnig some horrible triggers that have been deprecated sicne dos mugen. movehit should not really be used, you should use something like movehit=1 and animelem is also pretty bad, animelemtime(N) = 0 is better.
Re: Problem with hit and defense sparks in high resolution
#3  May 13, 2009, 02:29:35 am
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no, I used this 2 before post this, I din't mention it because the result was the same (but I don't know the diference in "movehit" and "movehit=1")
Re: Problem with hit and defense sparks in high resolution
#4  May 13, 2009, 05:17:09 am
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Ok, now it worked with the "movehit=1" (or "moveguarded=1") and the animelemtime(x)=x.
the reason why it din't worked before was that, when I was analizing other char to see how his creator writed, he was using "animelemtime(3)=[0,1]", and when I decide to experiment change this to "animelemtime(3)=[1,4]" (the time of one animelem of my char, and without using the "0" before the "1") it worked.

the thing that keeps not working is multtrigger, the second explod do not appear... but, if noone knows of other way I presume I will have to make looots of explods on some hiper-multihit-move (there is a limit? talking about this, there is a limit to how big a state can be?)

and late thanks to you "frederika" (hum... I presume you are not a girl...), I decide to try again the animelemtime because of what you said, more or less

(aarrrrgh, desnecessary long post, hahaha)
Re: Problem with hit and defense sparks in high resolution
#5  May 13, 2009, 12:18:24 pm
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There is no reason for the "multitrigger" (-> movehit=1 and animelemtime(x)=[a,b]) not to work.

Check if you got a persistent=0, you've got to delete it then.

If it's still not working check if you are even hitting the opponent multiple times.
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Re: Problem with hit and defense sparks in high resolution
#6  May 13, 2009, 01:28:38 pm
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And if that fails use a movehitreset between hits.

Be careful though, it may have undesired side-effects.
Re: Problem with hit and defense sparks in high resolution
#7  May 14, 2009, 06:37:12 am
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ahhhh, so that was the problem, in all the explods there is a "persistent = 0". it was on the explods of some other hi rez char that I was analizing, I din't know what was the purpose of this "persistent = 0" but I decide to use... and now (thanks) I finally know what it serves for.