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Projectile direction (Read 851 times)

Started by mohamedj12, February 15, 2010, 11:37:48 pm
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Projectile direction
#1  February 15, 2010, 11:37:48 pm
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does anyone know how i can make this Projectile go the direction its facing plz help me

Quote
Re: Projectile direction
#2  February 15, 2010, 11:45:38 pm
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VelSet with X = Positive Value, Y = Positive Value
Re: Projectile direction
#3  February 16, 2010, 01:13:55 am
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well that doesnt help because it just makes my char go down this is the code i have

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[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 630

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 249
value = S3,0

[State 0, VelSet]
type = VelSet
trigger1 = animelemno(0) = 5
x = 0
y = 0


[State 0, VelSet]
type = VelSet
trigger1 = AnimElemno(0) = 4
x = -1
y = -3

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemno(0) = 3
x = 2

[State 630, 1]
type = Projectile
trigger1 = AnimElem = 6
projanim = 14151
projhitanim = 1
offset = 39,5
velocity = 8
attr = S, SP
damage   = 200
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 11
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,2

[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
Re: Projectile direction
#4  February 16, 2010, 01:14:58 am
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:gonk: VELOCITY OF THE PROJECTILE, NOT OF THE CHARACTER, WHAT ELSE DO YOU EXPECT WOULD HAPPEN
LaQuak was probably assuming you were using a helper.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Projectile direction
#5  February 16, 2010, 01:17:29 am
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what do u mean  ??? ???
Re: Projectile direction
#6  February 16, 2010, 01:17:47 am
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    • Bolivia
    • www.justnopoint.com/dshiznetz
well that doesnt help because it just makes my char go down this is the code i have
[State 630, 1]
type = Projectile
trigger1 = AnimElem = 6
projanim = 14151
projhitanim = 1
offset = 39,5
velocity = 8
attr = S, SP
damage   = 200
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 11
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Projectile direction
#7  February 16, 2010, 01:21:12 am
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if i dont have it that it goes slow it doesnt have to be that high but its still ok
Re: Projectile direction
#8  February 16, 2010, 01:25:42 am
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If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Projectile direction
#9  February 16, 2010, 01:39:25 am
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    • www.justnopoint.com/Masters/
Heh eather or Projectile/projectile or Helper/projectile you'll still need.
Quote
VelSet with X = Positive Value, Y = Positive Value

And what Byakko said in caps haha. :woeh:
Re: Projectile direction
#10  February 16, 2010, 01:42:29 am
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ok i will  -_- and this is the new code tell me what to change on this

Quote
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 630

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 249
value = S3,0

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = projectile
name = "SLASH"
ID = 14151
stateno = 14151
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,2


[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;--------------------------------------------------------------------------
[Statedef 14151]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 20
ctrl = 0
anim = 14151
sprpriority = 2

[State 630, 1]
type = Hitdef
triggerall = hitcount < 1
trigger1 = animelem = 1
projanim = 14151
projhitanim = 1
offset = 39,5
velocity = 8
attr = S, SP
damage   = 200
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 11
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = 4,6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0



[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 6
x = 4
y = 5

[State 14151, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Re: Projectile direction
#11  February 16, 2010, 01:47:47 am
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That doesn't work ? Probably because you used "helpertype = projectile" even though the doc doesn't say anywhere that "projectile" is a valid helpertype. Reading the error Mugen probably gives you should be enough for  you to figure that out. Just use "normal".
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Projectile direction
#12  February 16, 2010, 01:51:32 am
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i didnt get any error but when i do the move the projectile appers over the body then dissappers with a standing animation of the char appers in the mid of the air and i changed the helper-type to normal
Re: Projectile direction
#13  February 16, 2010, 02:02:02 am
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Why exactly do you tell your helper to go to statedef 0 once the animation is over ?
You also left out the lines
supermove
pausemove
Without any value or even an "=" sign.
Then, you left some projanim and projhitanim and offset and velocity parameters in the helper's hitdef that shouldn't be there, and.... And why don't you read the docs ?
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Projectile direction
#14  February 16, 2010, 02:16:39 am
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ok i here is what i have know and also i where are thes docs you keep talking about i never learned from docs i learned from watch those videos from youtube

Quote
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 70
ctrl = 0
anim = 630

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger1 = random < 249
value = S3,0

[State 14151, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal
name = "SLASH"
ID = 14151
stateno = 14151
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,2


[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;--------------------------------------------------------------------------
[Statedef 14151]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 20
ctrl = 0
anim = 14151
sprpriority = 2

[State 630, 1]
type = HitDef
triggerall = hitcount < 1
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
hitsound = S234,0
pausetime = 0, 10
sparkno = S6011
sparkxy = -13,-40
ground.type = low
ground.slidetime = 5
ground.hittime  = 0
ground.velocity = 0,-0
airguard.velocity = 0,-0
air.type = low
air.velocity = -1.4,-3
air.hittime = 12
fall = 1



[State 0, VelSet]
type = VelSet
trigger1 = Animelem = 6
x = 4
y = 5

[State 14151, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Re: Projectile direction
#15  February 16, 2010, 02:17:41 am
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    • www.justnopoint.com/Masters/
In addition I'd also recommend to check parameters underneath the line [Statedef 14151]
Re: Projectile direction
#16  February 16, 2010, 02:28:09 am
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would that really effect it anyway can some show me these docs that byakko is talking about
Re: Projectile direction
#17  February 16, 2010, 02:37:05 am
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    • www.justnopoint.com/Masters/
Mugen documentation explains what each sctrl, trigger, parameter ect does. I'd say right now you're about 75% done with what you're trying to achieve so thats cool. Mugen docs can be found in your main Mugen folder in docs folder. Read up as much as you can and trial and error (which is what you're doing so again you're definately on the right path :D). Well all went through it. :)
Re: Projectile direction
#18  February 16, 2010, 02:49:55 am
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i dont have it in my mugen do u know anywhere else i can find it and yea this is like my second char three char im ever working on because of a game and i start like a year and halve but i dont really code much but i am now because of these games im in but hoping by the end of these games ill be havle as good as you guys
Re: Projectile direction
#19  February 16, 2010, 02:53:43 am
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    • UK
i dont have it in my mugen do u know anywhere else i can find it and yea this is like my second char three char im ever working on because of a game and i start like a year and halve but i dont really code much but i am now because of these games im in but hoping by the end of these games ill be havle as good as you guys

http://mugenguild.com/docs/
Re: Projectile direction
#20  February 16, 2010, 02:55:27 am
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oh these wow i seen these before but never payed much attention thanks dude