ive always hated doin throws.im doing just a basic throw, and im getting a strange anim glitch.if i throw p2 from the normal p1 side, the animation (thats, player 2 getting thrown anim) plays just fine.but if i do it from the opposite side, one of the sprites appears way behind p1.heres a vid of it. it shows it in slow motion. the first is how it should look, as done from p1 side. and the second is done from p2 side, and the bug happens.http://www.youtube.com/watch?v=EIiQmfC4QLoheres the code:[mcode];--------------------------------------------------------------------;throw[Statedef 800]type = Smovetype= Aphysics = Sjuggle = 0velset = 0,0ctrl = 0anim = 800[State 800, 1]type = HitDefTrigger1 = Time = 0attr = S, NThitflag = Mpriority = 1, Misssparkno = -1sprpriority = 1p2facing = 1p1stateno = 810p2stateno = 820fall = 1[State 800, 2]type = ChangeStateTrigger1 = AnimTime = 0value = 0ctrl = 1;----------------------------------------------------------------------[Statedef 810]type = Smovetype= Aphysics = Nanim = 810poweradd = 60[State 810, SprPriority]type = SprPrioritytrigger1 = AnimElem =1value = 1[State 810, SprPriority]type = SprPrioritytrigger1 = AnimElem =2value = 1[State 810, SprPriority]type = SprPrioritytrigger1 = AnimElem =3value = 1[State 810, SprPriority]type = SprPrioritytrigger1 = AnimElem =4value = 1;------------------[State 810, Bind 1]type = TargetBindtrigger1 = AnimElem = 1pos = 46, 0[State 810, Bind 2]type = TargetBindtrigger1 = AnimElem = 2pos = 47, 0[State 810, Bind 3]type = TargetBindtrigger1 = AnimElem = 3pos = 0, 3[State 810, Bind 4]type = TargetBindtrigger1 = AnimElem = 4pos = -5, 47[State 810, Bind 5]type = TargetBindtrigger1 = AnimElem = 5pos = -2, 27[State 810, Bind 6]type = TargetBindtrigger1 = AnimElem = 6pos = -50, 0[State 810, Bind 7]type = TargetBindtrigger1 = AnimElem = 7pos = -74, 21[State 810, Bind 8]type = TargetBindtrigger1 = AnimElem = 8pos = -126, 15[State 810, Bind 9]type = TargetBindtrigger1 = AnimElem = 9pos = -142, 22[State 810, Hurt]type = TargetLifeAddtrigger1 = AnimElem = 9value = -78[State 810, Throw]type = TargetStatetrigger1 = AnimElem = 9value = 821[State 810, State End]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;----------------------------------------------------------------------[Statedef 820]type = Amovetype = Hphysics = Nvelset = 0,0[State 820, 1]type = ChangeAnim2Trigger1 = Time = 0value = 820;----------------------------------------------------------------------[Statedef 821]type = Amovetype = Hphysics = Nvelset = 0,0poweradd = 40[State 821, 1] ;Gravitytype = VelAddTrigger1 = 1y = .4[State 821, 4] ;Hit groundtype = SelfStatetrigger1 = Vel Y > 0trigger1 = Pos Y >= 0value = 5110 ;Hit ground[/mcode]i think it has to do with:[State 810, Bind 3]type = TargetBindtrigger1 = AnimElem = 3pos = 0, 3im not too experienced with targetbinds, as ive only used it once.
If it is something like that, could be hitboxes. Try removing them from both characters, you don't need to be able to hit, or be hit during a throw so it's vaguely possible.Always a good idea to specify time for a targetbind. It's also a good idea to allow p2 an out if the throw fails midway for any reason.
well, removing the boxes didnt help.i removed the targetbid for the part that was messing up (elm 3) and now it works fine without any probs.thanks for the suggestions.
the throws for player1 behave differently than the throws for player2 (actually the hwole code does), it's because mugen first check p1's code and then p2's code, so, try changing the code so it does not matter whose code is executed first. it might not be the case, but keep it in mind.