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Super Armor Issues (Read 415 times)

Started by EspectroFenix, June 09, 2010, 05:23:00 am
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Super Armor Issues
#1  June 09, 2010, 05:23:00 am
K, recently I have been trying to use this super armor in one of the chars that Im modifying but honestly I dont know what exactly variables are and this is what hapens, the chars resets the animation everytime is hit and I can make it get stuck it in the move cause I can hit again and resets the animation forever. I extracted the super armor state from the juggernaut char. I would be very thankful if somebody could tell me what Im doing wrong, also I want to add the super armor for just 2 or 3 movements not for the entire states of the char.
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Re: Super Armor Issues
#2  June 09, 2010, 05:42:51 am
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You set it up specifically for those states then. There's a tutorial in the code library. Read this, make sense of it, then give it another go. Just remember to only use the states you want rather than the global state -2 method.


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Re: Super Armor Issues
#3  June 09, 2010, 07:59:19 pm
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K, recently I have been trying to use this super armor in one of the chars that Im modifying but honestly I dont know what exactly variables are and this is what hapens, the chars resets the animation everytime is hit and I can make it get stuck it in the move cause I can hit again and resets the animation forever. I extracted the super armor state from the juggernaut char. I would be very thankful if somebody could tell me what Im doing wrong, also I want to add the super armor for just 2 or 3 movements not for the entire states of the char.

It sounds like you're setting the animation in the statedef rather than using a changeanim sctrl. Just keep in mind that any time triggers for theses states need to be redone as getting sent back into that state from the armor's hitstate will reset the time to 0. You'll have to take advantage of other triggers such as animelemtime and animelem in that case.

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Re: Super Armor Issues
#4  June 15, 2010, 07:55:40 pm
 :) Thks Cyanide and Ricepigeon for your info and time, it sure helped me to understand the superarmor a lot of better.
Tato e shinigami amu kai ni koyoto... karanazu ikki ni tomi seru
Re: Super Armor Issues
#5  June 15, 2010, 08:28:41 pm
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There is a version of a superarmor code that involves the use of an invisible helper that takes the hits instead of the character, which doesnt involve having to adjust the triggers for each state and allows you to set the animation in the statedef, the only downside is that the character will pretty much be immune to hitstun, though I'm sure there is a workaround for that.

Although if you still want to use a time triggers for the armor code, it's better to set up a custom time variable and use that instead (basically it resets to 0 whenever a statechange occurs, except in the hitstate your armor code uses or when going to another state from your armor's hitstate, and increases all other times). I would say to put this code in your -2/-3 states, but iirc the trigger time = 0 doesnt work in the negative states, unless I'm mistaken. Hopefully Cyanide will clarify if I'm wrong.

<<-- Updated 09/14/14

You limit yourself so badly when you try to avoid variables. When you get over your fear of the "complexity" of variables, you will find yourself in a better place: A beautiful world where coding is actually fun.
Last Edit: June 15, 2010, 08:34:58 pm by RicePigeon

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Re: Super Armor Issues
#6  June 15, 2010, 09:07:02 pm
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There is a version of a superarmor code that involves the use of an invisible helper that takes the hits instead of the character, which doesnt involve having to adjust the triggers for each state and allows you to set the animation in the statedef, the only downside is that the character will pretty much be immune to hitstun, though I'm sure there is a workaround for that.
Was gonna suggest this, this is my method, haven't really spent time figuring out how to make an effective hitstun, posfreeze would be useful tho probly, palfx and playsnd and nothit states are no problem tho, one other flaw this method has that occurs EXTRA rarely is that during some pauses, life could shoot down MAJORLY, no matter how it's coded, even with supermove + pausemovetime + supermovetime

There probably is no tutorial for this, I suppose I'll post one later on


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