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Question about throws, and opponent animation times. (Read 258 times)

Started by Sheng Long, December 07, 2014, 10:33:34 pm
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Question about throws, and opponent animation times.
#1  December 07, 2014, 10:33:34 pm
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So, I am at a brain fart here, but I seem to recall an alternative to bind opponents thrown animations with the times of the character doing the throwing.

In other words, instead of doing the simple of this:
Code:
; Throwing
[Begin Action 800]
240,0, 0,0, 15
800,0, 0,0, 10
800,1, 0,0, 6
800,2, 0,0, 6
800,3, 0,0, 6
800,3, 0,0, 31

; Being Thrown (Anim2)
[Begin Action 805]
5000,10, 0,0, 15
5011,10, 0,0, 10
5032,30, 0,0, 6,VH
5032,10, 0,0, 6,VH
5012,20, 0,0, 6,VH

I would like to do something kind of like this.
Code:
; Throwing
[Begin Action 800]
240,0, 0,0, 15
800,0, 0,0, 10
800,1, 0,0, 6
800,2, 0,0, 6
800,3, 0,0, 6
800,3, 0,0, 31

; Being Thrown (Anim2)
[Begin Action 805]
5000,10, 0,0, 1
5011,10, 0,0, 1
5032,30, 0,0, 1,VH
5032,10, 0,0, 1,VH
5012,20, 0,0, 1,VH
LoopStart
5030,30, 0,0, -1

Within the character throwing, or the opponents getting thrown statedef, I would like to force the animation element of Anim2 with the characters throwing frames. Instead of the Anim2 frames being relied on their own separate animation times. Sort of like binding helper animation frames with the root character for things like detachable/throwing weapons, but with target characters being thrown instead.

"You must defeat my flaming
dragon punch to stand a chance."
Re: Question about throws, and opponent animation times.
#2  December 08, 2014, 01:50:49 am
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I can't see what you're trying to do here...

In the second format, Anim2 is completely de-synched with Anim1, so the enemy will play all its being thrown animation while P1 is still on his first frame.

Can you better explain or put a visual example of what do you want to achieve?
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Re: Question about throws, and opponent animation times.
#3  December 08, 2014, 04:24:19 am
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So instead of having to modify Anim2 that has the SAME # of frames as the character throwing to sync, have Anim2 frames match P1's frames no matter what frame times you set all the Anim2 frames to.

So if P1 throw animation frame 1 was, say 25 for example. Anim2 frame 1 time is set to 1, or time 525 for example. In the statedef, I want P2 animation2 to be forced on to P1 throw frame #1 until Frame 2 of the player throwing is hit.

I know the first one is easier as shown in KFM's AIR file, but I'm looking for a method in which I don't need to change Anim2 frame times if I decide to change the frame times of P1 throwing the opponent animation. Does that make sense?

EDIT: Oh, I believe I did actually try to do something similar to this with one of my older characters.  It appears to go something like this.
Code:
;---------------------------------------------------------------------------
; Opponent Grabbed
[Statedef 805]
type = S
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 805, Anim2]
type = ChangeAnim2
trigger1 = Time <= 0
trigger1 = Anim != 805
value = 805

[State 805, Anim2]
type = ChangeAnim2
triggerall = PlayerID(EnemyNear, ID), Anim = 801
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
value = 805
elem = PlayerID(EnemyNear, ID), AnimElemNo(0)

^ This is probably what I was looking for before.
In the code above, the animation for the character being thrown is forced to the animation elem frame of the character that is doing the throwing.

And I've also came across this one:
Code:
[State 835, 1]
type = ChangeAnim2
trigger1 = Anim = 835
trigger1 = AnimElem = 5, < 0
value = Anim
elem = Enemy, AnimElemNo(0)
So basically like i said, it's just redirecting the animation elem times from the player doing the throw.  This one is a little simpler, while the one above this one checks for the player ID, which in turn the ID is also EnemyNear.

"You must defeat my flaming
dragon punch to stand a chance."
Last Edit: December 08, 2014, 08:28:40 am by Sheng Long
Re: Question about throws, and opponent animation times.
#4  December 08, 2014, 08:44:40 am
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I didnt read the whole thing you posted, but I get the idea.

You're just not doing it right.
The animation would have to be set to have each frame at a time of -1. This way it doesnt jump to the next image.
           
Re: Question about throws, and opponent animation times.
#5  December 15, 2014, 08:59:43 pm
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I didnt read the whole thing you posted, but I get the idea.

You're just not doing it right.
The animation would have to be set to have each frame at a time of -1. This way it doesnt jump to the next image.

I just tried this this minute ago with every frame being -1, and that...... just...... CRASHED Mugen. :XD:

Also, I noticed that using 'elem = PlayerID(EnemyNear, ID), AnimElemNo(0)' doing Team Versus mode, that the opponent being thrown animation goes off sync if it detects another character near while they are being grabbed. I don't know if there is any other way to detect the current player doing the throwing VS the next nearest opponent doing nothing but trying to attack.

Well...... Thanks anyway. ;)

"You must defeat my flaming
dragon punch to stand a chance."