It seems like [state 3767, SB]type = screenboundtrigger1 = time >= 0value = 1persistent = 1movecamera = 0,0wont lock the screen into position. I send both P1 and P2 up and off the screen, reset both positions to under the screen, sending them both up into frame. P1 is locked near the bottom of the screen when it comes back in, and P2 continues up.It follows P2. P1's Y Position on the screen is moved lower on the display. Not only that but P1 does a fake attack which snaps P2 into position using targetbind. The screen SNAPS down to view this happen. What do I have wrong with my screenbound??? Posted: November 11, 2014, 08:08:41 amI'm becoming extremely frustrated with this problem. I've made a small video of what I've got.I'm reworking Ibuki's SFIV Ultra combo I made. Tightening it up, making it look better, and work better for 2v2.In the video you see I use different values... I'm trying to find SOMETHING that works...I would think THIS[state 3767, SB]type = screenboundtrigger1 = 1 value = 0persistent = 1movecamera = 1,0ignorehitpause = 1Would be what I want by reading THIS State Controller: ScreenBoundSpecifies whether or not the player's movement should be constrained to the screen or not. Also determines whether the camera should move to follow the player or not. The results of this controller are valid for 1 tick.Required parameters: noneOptional parameters: value = bound_flag (boolean) If bound_flag is 0, the player will be allowed to move off the screen. If 1, the player is constraing to the screen. Defaults to 0 if omitted. movecamera = move_x_flag, move_y_flag (boolean, boolean) If 1, specifies that camera should pan to follow the player in the x direction and in the y direction, respectively. Defaults to 0 in both instances if omitted.As you can see in the video the screen does what it wants. Is there some other type of controller that would make screenbound not work properly? I'm pretty sure I've tried every combination of values for the screenbound.
For sh*ts n giggles...-Have you tried adding a redundant Screenbound controller to your p2 custom state?-Have you tried making a Screenbound controller in State -2 that is active when your character and P2 are within those states?I'm sure you have, but also try omitting everything (default settings).[State -2]type = Screenboundtrigger1 = StateNo = 3767trigger2 = P2StateNo = xxxx
I actually had a minor issue with this, too, which I decided to put off and solve later... so now I can go ahead and fix it in my char as well lol
Seriously Jesuszilla?? I thought about doing this like 9 times and was thinking it should just work with P1...What's worse is, I kept reworking the Pos Y to make what I have look good. I'll have to completely redo it 1 last time.Kinda stinks you can use regular hit reactions with screenbound. Posted: November 15, 2014, 12:36:58 pmOk, adding the screenbound to P2 is working... kinda...I try to get it to allow P1 to be followed horizontally and it doesnt change. When I change it so P1 isnt allowed out of the frame, it stops P1 from going out of the frame. So I have no clue whymovecamera = 1,0wont track Ibuki's Pos X.I've switched P2's corresponding screenbound and still get no change. Is there a way to list all of the combinations of screenbound????Like say you use movecamera = 1,0 for P1 and movecamera = 1,1 for P2. What would actually happen? What if you used value = 0 for P1 and value = 1 for P2? Screenbound just seems like it doesnt work the way it's saying it should work.
this is a little bit of an unconventional solution but, you could probably have a helper perform the visuals of the move, make yourself invisible and invulnerable (your screenbound = 1/ p2 = 0) to lock the screen in place.the camera will follow you because you have screenbound = 1 while P2 has screenbound = 0. so you can lock the screen wherever your P1 exists. additionally, Since P1's position controls the camera, you can move P1 (and the camera with it) wherever you want (for future moves).it's going to require a lot of restructuring though...