YesNoOk
avatar

Remove p2 hitspark (Read 285 times)

Started by Continuity, October 17, 2009, 01:51:56 am
Share this topic:
Remove p2 hitspark
#1  October 17, 2009, 01:51:56 am
  • ***
  • 我が名は 「ハクメン」、押して参る!
Not too much to explain, when p1 is in a hitoverride state, I'll need a different spark for the effect as opposed to the ones p2 has. Sort of like the parry effect in sf3, help appreciated, thank you
Re: Remove p2 hitspark
#2  October 17, 2009, 02:48:32 am
  • ****
    • www.justnopoint.com/Masters/
You can correct me if I am wrong. You're trying to make it so when your p1 parrys an attack then p2's hitspark does not show and only a parry spark shows right? In that case you will need a ReversalDef to act as a cosmetic for the parry spark and sound. Other things like Pause, HitBy's ect you can use as you would with the HitOverride method. What you would need are invisible helpers with -1 in time and a red clsn box. Then set them in -3 so they show. This will requier you to summon and destory helpers so they aren't always there. You can use inguarddist to activate the helper so its not always showing when your hitting forward. In .cmd you'll need a ctrlset in statedef -1 to work with the value of your parry states. This is not the easies code to play around with but if cosmetics are really important for your parry then I guess its cool. If not HitOverride method still works. I messed with it yestrday only for expiremental purposes and it was alot of code for something simple that a HitOverride can do, even though it will still shows p2's hitspark which is w/e. Hope it helps.