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[SOLVED] Double Punch Problem (Read 166 times)

Started by ttas, July 26, 2011, 09:27:32 pm
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[SOLVED] Double Punch Problem
New #1  July 26, 2011, 09:27:32 pm
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I'm trying to program a MK style low punch with winmugen, (left punch, right punch, back to left then to right etc.) but am having trouble figuring out how to make it work properly.

What's happening is that if I tap the button at a certain speed it will do Left then Right punch but will keep doing right punch when i keep tapping instead of cycling back through Left and then Right again. Then if I actually try to hit the enemy char with it, it goes L,L,L,L,L,R,L,L,L,L,R etc. It's all messed up.

Here's the code: (what did I do wrong here?)

CMD

;;Stand light punch 1
[State -1, Stand LPunch1]
type = ChangeState
value = 200
triggerall = command = "a"
triggerall = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact
trigger3 = stateno = 210
trigger3 = movecontact


;Stand Light Punch 2
[State -1, Stand LPunch2]
type = ChangeState
value = 210
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S




CNS

; Low punch 2
; CNS difficulty: easy
[Statedef 200]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 200            ;Change animation (Def: no change)
      ;Power to add (Def: 0)
sprpriority = 2         ;Set layering priority to 2 (in front)
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 50, 100         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 0         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = 0      ;Velocity at which opponent is pushed
airguard.velocity = -0,0   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



; Low Punch 2
; CNS difficulty: easy
[Statedef 210]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 210            ;Change animation (Def: no change)
   ;Power to add (Def: 0)
sprpriority = 2         ;Set layering priority to 2 (in front)

[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 50, 100         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 0         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
            ;Y-offset for the spark rel. to p1
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = 0      ;Velocity at which opponent is pushed
airguard.velocity = -0,0   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air



[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




Last Edit: July 26, 2011, 11:13:22 pm by ttas
Re: Double Punch Problem
#2  July 26, 2011, 11:13:02 pm
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Fixed it now. NvM