I've decided to add a bit of super armour to Maxime's Tiger Claw attack. So far I've been using invisible helpers with empty high-stun reversals to achieve this.I have a problem though:This method for super armour negates all damage done to Maxime. I want him to take the damage that the opponent's attack deals or even just take a set damage of -100 from anything. I've tried mucking about with Lifeadd and still couldn't get him to lose any health after eating a hit.I attempted to use hit override at first, but I couldn't get it to simply allow Maxime to continue his animation. If I set the animation to -1, the hit override just wouldn't take effect. If I set it to any other value, it would just look strange.Any ideas how I could fix this?
since you'll have a hittoveride for the helper have a life add in the statedef -2 so when helper(blah),stateno=balh life add, adds damage to you, i don't know i don't feel like think too hard on this,thats an easy solution with fixed damage..i don't know if there's away to add the normal damage amount..maybe using getthitvariables to trigger a certain amount of damage from lifeadd...yeah too much to think about right now Cheers,Rajaboy
Nono. Have to use hitoverride.Your original attack uses thistype = changeanimtrigger1 = time = 0 && anim != whatever anim you're usingvalue = aboveyou do NOT set the anim = line.You don't set it in the overridden state either. Overridden state lasts a couple of ticks with movetype = H then you changestate to prevstateno.
Thanks. This is much more efficiant than the way I was doing it.But I STILL can't get Maxime to take any damage if he gets hit during the super armour frames...Now that I'm using hitoverride, how do I set a superpause to go off when the opponent hits Maxime during the super armour frames? I want a dramatic 20-frame pose to make the super armour hit quite obvious.What trigger do I use to get this to happen? Or perhaps a reversaldef?
add an invisible helper that follows him and does the same travel, he wont flinch from the attack but the helper could ( i think) register the damage.
That's an idea. But how do I store said damage in a variable and give it to maxime once the helper gets hit?
unfortunately helper have their own damage and if they have no destoyself sctrl they will eventually die and go to the death state, thats what has happened to me atleast.but there has to be away as i know some characters have it, like wonder women, she does some super with an axe, and a shield maybe you could look at her in that state and see how it's done...
Problem solved:Code: [StateDef 203]type = Smovetype = Hphysics = S[State 203, ChangeAnim]type = changeanimtrigger1 = time = 0 && anim != 203value = 203[State 203, Super Armour]type = hitoverridetrigger1 = time = 6attr = s, NAstateno = 203time = 12Now all I need to do is figure out how to make the hitlag appear and it will be perfect.thanks everyone!
Well Jojobizarre characters take damage from having their remote stand hit,so I would also suggest to take a look on some jojo bizarre characters.Whilst the helper has a set "life" of his own, its a part of the host full life. both taking damage from the stand getting hurt.
Ryanide said, August 02, 2008, 02:10:23 pmThanks. Can you link me to wonder woman?I hope I get this problem sorted out. My next character is going to have lots of super armour and it would be silly if he only took set damage from Juggernauting hits.i don't know the link at all but i have her i'll iupload her and pm you since putting up download links that don't direct to the authors website is against the rules i think ???hopefully you'll get an awnser with her or without.also i think you could look at jojo bizarre characters they seem to portray shared life as it seems.i guess super armor is as annoying as they say
I did try that, but it didn't make any difference. ^^I think I'll just use an invisible reversaldef helper behind him or something. I'll see what kind of effect that gets me.
Ryanide said, August 02, 2008, 02:28:07 pmI did try that, but it didn't make any difference. ^^I think I'll just use an invisible reversaldef helper behind him or something. I'll see what kind of effect that gets me.What exact effect are you trying to portray? you have to take away your movetime during the pause sctrl if you want your character to pause too..i'm just trying to help
in the super armour state you'd normally do this[state blah]type = changeanimtrigger1 = 1value = animelem = animelemno(0)changestatetrigger1 = hitshakeovervalue = prevstatenoThat'll send you back to your original state when the hitdefs pausetime completes and freeze your anim in place until it is. And yes, movetype = H means you take damage while in a custom state.
This is the effect I want:Maxime has about 12 frames in his tiger claw that, when hit by an opponent's attack, activate a 20-frame super pause and then continues his animation as normal, but keeps the damage that he took from the attack.So regardless of what kind of attack is hitting him, whenever Maxime takes an attack, there should be a 20 frame pause.So far I've got it to work as proper super armour, just without the 20-second pause. I can' seem to find a way to trigger it on the activation of the hitoverride.
You mean 20 ticks right?Your super armour state should look vaguely like this[statedef blah]movetype = Hchangeanimtrigger1 = 1value = animelem = animelemno(0)changestatetrigger1 = time >= 20value = prevstateno.I just gave you hitshakeover because it's what is normally used. You take on some of the hits properties, just not all of them.