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Snapping to an OPPONENT'S const. (Read 475 times)

Started by Ryanide, August 28, 2008, 07:26:18 am
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Snapping to an OPPONENT'S const.
#1  August 28, 2008, 07:26:18 am
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So Maxime's spring jump is working correctly as of now. When it connects, it snaps him to a position where the opponent's head should vaguely be.

However, I'm only using a set value for this. Against taller characters, he still looks like he's jumping off air in front of them.

Is there any way for me to return the exact Y value of the opponent's height?
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Re: Snapping to an OPPONENT'S const.
#2  August 28, 2008, 09:18:10 am
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[mcode]targetbind[/mcode]
pos = 0,something,head

Head being the important one, that binds you to their head.pos as set in the constants.

Most people set head.pos on 5000,0, if you're using a custom state, i suggest that sprite.


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Re: Snapping to an OPPONENT'S const.
#3  August 28, 2008, 10:05:27 am
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Wow, it works when you don't put any spaces. How bizzare.

Anyway, thank you. I tried that before, but because I was setting out as "0, -30, head" it wasn't reading it.
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Re: Snapping to an OPPONENT'S const.
#4  August 28, 2008, 10:13:40 am
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Mugen coding is crazy like try to do this.

type=nothitby
trigger=1
value= AP

that doesn't work.

then try this

type=nothitby
trigger=1
value= ,AP

i don't remember anywhere in the docs which says it has to be like that, unless i skipped something?, alot of other silly things exist i discovered but it's no need to point them out.
Re: Snapping to an OPPONENT'S const.
#5  August 28, 2008, 10:56:23 pm
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i don't remember anywhere in the docs which says it has to be like that, unless i skipped something?
Required parameters:
  value = attr_string  OR  value2 = attr_string
    Only one of the above parameters can be specified. attr_string
    should be a standard hit attribute string.
...
Example:
  ; Not hit by anything
  trigger1 = 1
  type = NotHitBy
  value = SCA
 
  ; Not hit by normal attacks, and all projectiles
  trigger1 = 1
  type = NotHitBy
  value = , NA, AP
  attr = hit_attribute (string)
    This is the attribute of the attack. It is used to determine if
    the attack can hit P2. It has the format:
      attr = arg1, arg2
    Where:
    - arg1 is either "S", "C" or "A". Similar to "statetype" for the
      StateDef, this says whether the attack is a standing, crouching,
      or aerial attack.
    - arg2 is a 2-character string. The first character is either "N"
      for "normal", "S" for "special", or "H" for "hyper" (or "super",
      as it is commonly known). The second character must be either
      "A" for "attack" (a normal hit attack), "T" for "throw", or "P"
      for projectile.
It says it takes two arguments. The first being for SCA and the second being for the type of attack. You can't put the second argument where the first is supposed to be :P and the example the NotHitBy gives points out you can skip the first argument but the second still has to be in its correct place.

Quote
it works when you don't put any spaces.
Most code compilers simplify the code as much as it can ; this includes removing all spaces. So you can put none as you wish :P
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Re: Snapping to an OPPONENT'S const.
#6  August 28, 2008, 11:03:39 pm
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thanks i guess i did overlook it i feel silly now :mad: