YesNoOk
avatar

[SOLVED] Helper's trigger when projectile type animation hit P2 (Read 601 times)

Started by delweynes, January 05, 2011, 02:51:45 pm
Share this topic:
[SOLVED] Helper's trigger when projectile type animation hit P2
New #1  January 05, 2011, 02:51:45 pm
  • avatar
  • **
Hello, it's still me :p Thank you he he

This time I would like to trigger an helper type animation when P2 Is hitten by a projectile from P1.

I reuse a pot's code but it works for a P1's hitdef type, not a projectile.

[State 0, Thunder]
type=helper
trigger1= movehit && numtarget && numhelper(7181)<1    <----- I don't know the command line to use at the place of "movehit".
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=7181
ID=7181
name="Thunder"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
Last Edit: January 06, 2011, 04:32:33 pm by delweynes
Re: Helper's trigger when explod type animation hit P2
#2  January 05, 2011, 03:02:04 pm
  • ******
  • I hang out tough. I'm a real boss.
    • USA
    • litotichues.com/
Explods can't hit. You need to use a helper.
Re: Helper's trigger when explod type animation hit P2
#3  January 05, 2011, 06:19:50 pm
  • avatar
  • **
Urgh I wrote too fast. I mean how to activate the helper when P2 is hit by a projectile type.

Sorry for my mistake.

GT

Re: Helper's trigger when projectile type animation hit P2
#4  January 05, 2011, 07:00:45 pm
  • *****
  • Don't fuck with me, Jack!
    • USA
You create a trigger that is true when proj(ID)'s move hits.
There's a Projhit trigger. You could use that.
Yeah Titiln, in fact, You Made Him
Last Edit: January 05, 2011, 07:03:49 pm by Arksys-yzan
Re: Helper's trigger when projectile type animation hit P2
#5  January 05, 2011, 09:38:42 pm
  • avatar
  • **
You create a trigger that is true when proj(ID)'s move hits.
There's a Projhit trigger. You could use that.

as I'm not familiar with programming i don't catch what you mean :/
that is :
ID = xxxx (in the projectile statedef)

Then : projhit = 1 (in state of the helper ?) seems not to work.
Re: Helper's trigger when projectile type animation hit P2
#6  January 05, 2011, 10:00:40 pm
  • ***
  • Life is Life... WTF!!
    • www.mugenimperiolatino.com/index.php
he says...

Add an ID number to your projectile.

[State 0, Projectile]
type = Projectile
trigger1 = !Time
ProjID = 1000
projanim = 1000
.
.
.
.

and you could call the thunder when this proj. hits your enemy, add this "call " in your statedef -2

[State 0, Helper]
type = Helper
trigger1 = Projhit1000 = 1
helpertype = normal
name = "Thunder"
ID = 1005
stateno = 1005
pos = 0,0
postype = p2

but in simul mode you could have bugs :S, i thinks you could make this helper follow your projectile and when it hit your enemy you changestate and call a thunder state XD but with p2position, should works...

bye bye!
[

Nice userbars no? :P Make click & Download something nice for your Mugen!!!
________________________________
Re: Helper's trigger when projectile type animation hit P2
#7  January 06, 2011, 12:17:15 am
  • avatar
  • **
Thanks again Leandro :)
I see that statedef -2 is quite usefull. I hope there won't be much bugs in simul. I tried a bit I didn't see any.
Re: Helper's trigger when projectile type animation hit P2
#8  January 06, 2011, 02:09:15 am
  • ***
  • Life is Life... WTF!!
    • www.mugenimperiolatino.com/index.php
The bug happens whe your are in this position

You - - - - - -  Enemy1 - - - - - - - - Proj - - -  Enemy2

You - - - - - -  Enemy1 - - - - - - - - The Proj collided in Enemy2

You - - - - - - Helper reads enemy1 pos - - - - - - - - But enemy2 is hitted

so the bug appears when you hit the more distant enemy. if you want to use a helper in P2 postype this helper take the more close enemy positions :S that is the bug.
[

Nice userbars no? :P Make click & Download something nice for your Mugen!!!
________________________________
Last Edit: January 06, 2011, 02:13:26 am by leandro1412

2OS

Re: Helper's trigger when projectile type animation hit P2
#9  January 06, 2011, 03:57:10 am
  • ****
  • Ich schicke dich zur HOELLE ! ¡ ! ¡
    • Egypt
    • deuceovspadez.webs.com/
projhit = 1 (in state of the helper ?) seems not to work.
It doesn't


projhit, projguarded, and projcontact, for the most part, are completely useless triggers, they don't even use the correct friggin syntax, they use an outdated syntax from DOS Mugen [ as demonstrated by leandro ] if I'm not mistaken

projhittime, projguardedtime, and projcontacttime, are MUCH better triggers to use, not only do they function and work better, they DO use the current syntax


In root state

(projhittime(1000)=[0,5])


In helper state

(root,projhittime(1000)=[0,5])


Should work


The bug happens whe your are in this position

You - - - - - -  Enemy1 - - - - - - - - Proj - - -  Enemy2

You - - - - - -  Enemy1 - - - - - - - - The Proj collided in Enemy2

You - - - - - - Helper reads enemy1 pos - - - - - - - - But enemy2 is hitted

so the bug appears when you hit the more distant enemy. if you want to use a helper in P2 postype this helper take the more close enemy positions :S that is the bug.
[State 0, Thunder]
type=helper
trigger1=(projhittime(1000)=[0,5]) && numtarget && numhelper(7181)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
ID=7181
stateno=7181
keyctrl=0
name="Thunder"
ownpal=1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=1


[Statedef 7181]

[State 2OS]
type=posset
trigger1=numtarget
x=target,pos x
y=target,pos y
ignorehitpause=1
persistent=1



Quite honestly, I don't understand why you're not using an explod


[ 052012 ] Inazumachi 181/256  /  deviantART   /  2OS Grafphicsxz  Dead Anims ( Orochi/Mizuchi )  /  608's FX Volume 3
Re: Helper's trigger when projectile type animation hit P2
#10  January 06, 2011, 09:34:15 am
  • avatar
  • **
Well I reuse a Pot's code. It's the flamme effect coded in his morrigan, when P2 is hitten.

[State 3005, flames]
type=helper
trigger1= movehit && numtarget && numhelper(7180)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=7180
ID=7180
name="flames"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
Re: Helper's trigger when projectile type animation hit P2
#11  January 06, 2011, 10:34:16 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You could still use an explod. In this case postype = P2 on the explod will most likely bind to your target, it tends to be intelligent like that. Shouldn't bind to an enemy that hasn't been hit in this particular situation.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Helper's trigger when projectile type animation hit P2
#12  January 06, 2011, 12:51:08 pm
  • ***
  • Life is Life... WTF!!
    • www.mugenimperiolatino.com/index.php
Sorry but this trigger don't suppose is an Issue of statedef -1 -2 or  -3

trigger1= !(target,time) && (target,movetype=H)

I knew it was detected from the Tic 1. and this trigger say when target is with Time = 0  o_O that will never happens... or im wrong... ?
[

Nice userbars no? :P Make click & Download something nice for your Mugen!!!
________________________________