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Problem with Terry's UT (Read 461 times)

Started by Trinitronity, February 07, 2014, 12:34:11 pm
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Problem with Terry's UT
#1  February 07, 2014, 12:34:11 pm
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Well, I'm trying to code the UT of Terry Bogard for SeanAltly's Capcom vs The World, but I get this problem:
The opponent doesn't want to go to the custom hit state, no matter what. The opponent takes damage, but that's it.
By the way, here is the code:
Code:
;-------------------------
;Heat Blow (from Wild Ambition)
[StateDef 990]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 990
poweradd = 0
sprpriority = 2

;[State 0, VarAdd]
;type = VarAdd
;trigger1 = time = 0
;v = 37
;value = -4

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 999
ID = 60
pos = -27,27;-35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 13 || time = 18 || time = 23 || time = 28
time = 2
add = 250,0,0
mul = 256,256,256
;sinadd = 250,0,0
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S9,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S63,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 13
time = 15
freq = 80
ampl = 3
phase = 90
;ignorehitpause =
;persistent =

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelem = 15
trigger1 = movehit
value = 1
;ignorehitpause =
;persistent =

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
attr = S, NA
damage = 91
animtype = heavy
guardflag =
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
p2stateno = 991

[State 990, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Heat Blow Hit State
[StateDef 991]
type = S
movetype= H
physics = S
velset = 0,0
ctrl = 0
anim = 991
poweradd = 0
sprpriority = 2

[State 990, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 5300
ctrl = 1

;---------------------
;Dizzy State
[Statedef 5300]
type = S
movetype = I
physics = S
velset = 0, 0
anim = 5300

[State 5300, Timer]
type = varadd
trigger1 = time
sysfvar(4) = -1
[State 5300, Timer]
type = varadd
trigger1 = sysfvar(4) > 0
trigger1 = command = "up" || command = "down" || command = "back" || command = "fwd"
sysfvar(4) = -2
[State 5300, Timer]
type = varadd
trigger1 = sysfvar(4) > 0
trigger1 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
sysfvar(4) = -1

[State 5300, Skip]
type = varset
trigger1 = !time
sysfvar(3) = 0
[State 5300, Skip]
type = varadd
trigger1 = command = "up" || command = "down" || command = "back" || command = "fwd"
trigger2 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z"
sysfvar(3) = 1

[State 5300, Skip]
type = changeanim
trigger1 = animelemtime(animelemno(0)) > 0 && animelemtime(animelemno(0) + 1) < 0
trigger1 = animelemtime(animelemno(0) + 1) >= -sysfvar(3)
value = 5300
elem = animelemno(0) + 1
[State 5300, Skip]
type = varset
trigger1 = animelemtime(1) >= 0 && !animelemtime(animelemno(0))
sysfvar(3) = 0

[State 5300, End]
type = varset
trigger1 = sysfvar(4) < 0
sysfvar(4) = 0
[State 5300, End]
type = selfstate
trigger1 = sysfvar(4) <= 0 || time >= 300 || roundstate != 2
value = 0
ctrl = 1
Please help me there. Thanks in advance!
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Last Edit: February 08, 2014, 09:17:58 pm by Trinitronity
Re: Problem with Terry's UT
#2  March 11, 2014, 06:57:45 pm
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Sorry to bump, but I really need help there...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problem with Terry's UT
#3  March 11, 2014, 07:10:36 pm
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did you create the anim 991?
if your enemy dont have that anim it might not work anyway
Re: Problem with Terry's UT
#4  March 11, 2014, 07:12:00 pm
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Yes, I did create it.
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problem with Terry's UT
#5  March 11, 2014, 07:19:21 pm
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  • Estoy siempre listo para un desafío.
    • Puerto Rico
    • pv2matos@gmail.com
By the way did you make these mandatory anim for terry?
if not you need to and maybe you should use one of these
since all CvTW chars have them. CvTW chars are not gonna
have that anim 991 if they do its not your custom state,
its only gonna work on terry vs terry.


13578  should be 160 ticks long


13579  should be 60 ticks long




if your anim 991 is similar to 13579 you should use
that one since many CvTW chars use it anyway.
Last Edit: March 11, 2014, 07:22:27 pm by Memo
Re: Problem with Terry's UT
#6  March 11, 2014, 08:59:39 pm
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if your anim 991 is similar to 13579 you should use
that one since many CvTW chars use it anyway.
Well, what I do is something similar to how get-hits during throws are coded. It really isn't an custom animation per se.
Also, anim 991 IS similar to 13579, but I still have used my own one, because anim 13579 has got a way too long flinch animation (the flinch animtion in my anim 991 is much shorter).
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Re: Problem with Terry's UT
#7  March 11, 2014, 09:05:56 pm
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  • Estoy siempre listo para un desafío.
    • Puerto Rico
    • pv2matos@gmail.com
if your anim 991 is similar to 13579 you should use
that one since many CvTW chars use it anyway.
Well, what I do is something similar to how get-hits during throws are coded. It really isn't an custom animation per se.
Also, anim 991 IS similar to 13579, but I still have used my own one, because anim 13579 has got a way too long flinch animation (the flinch animtion in my anim 991 is much shorter).

damn.. only way i see this working is if you give ALL the CvTW chars that anim dude.
or use the dizzy state (anim 5300) since they have that also.
Re: Problem with Terry's UT
New #8  March 11, 2014, 09:26:31 pm
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if your anim 991 is similar to 13579 you should use
that one since many CvTW chars use it anyway.
Well, what I do is something similar to how get-hits during throws are coded. It really isn't an custom animation per se.
Also, anim 991 IS similar to 13579, but I still have used my own one, because anim 13579 has got a way too long flinch animation (the flinch animtion in my anim 991 is much shorter).

damn.. only way i see this working is if you give ALL the CvTW chars that anim dude.
or use the dizzy state (anim 5300) since they have that also.
I don't know if that is even necessary...it isn't necessary for get-hits during throws either... :S
EDIT1: Wait, I think I know what I did wrong. I need to check that first, though...
EDIT2: Yep, I forgot to add an "ChangeAnim2" trigger. Now the animation shows up, but the opponent doesn't go into the dizzy state for some reasons.
Maybe I need to set an variable or something...
I make characters RP-styled (Current WIP: Marisa):
http://mugenguild.com/forum/topics/marisarp-150600.0.html
Touhou database (by Ryouchi):
http://mugenfreeforall.com/index.php?/topic/8257-touhou-project/
you are all small and can't grow manly sideburns
Last Edit: March 11, 2014, 09:31:05 pm by Trinitronity