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trigger GetHitvar is missing a param_name ? (Read 203 times)

Started by Zodiac Uchiha, October 06, 2010, 07:09:24 pm
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trigger GetHitvar is missing a param_name ?
#1  October 06, 2010, 07:09:24 pm
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hi there.
its about triggers again. seems as if the param name  "hitid" was either removed or, thats what i expect, never included. hitid is listed in the docs, but it wont work. i tried both FF and FFU. the problem is, i want my opponent to fall after a super move. thats easy. just type fall = 1 in the hitdef with the desired animelem as a trigger. but then when he gets up, instead of switching to state 0 and regain control, i want him to be dizzy for a moment. i wrote the dizzy state. its ready for use. but in state 5120, when the opponent gets up, i have to tell Mugen if he was hit by that supermove. thats why i guessed i have to use the gethitvar(hitid)  trigger.
a solution would be to write a
complete custom state.that means including the falling and then getting up with the dizzy state. but that would be very difficult for me. thats why i wanted to add this trigger at the end of state5120. how can i manage this ?
thx for helping
Last Edit: October 06, 2010, 07:12:45 pm by Zodiac Uchiha
Re: trigger GetHitvar is missing a param_name ?
#2  October 06, 2010, 09:41:49 pm
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uhhhh. Gethitvar takes effect on a character in a hitstate. You would have to redirect to the opponent. Gethitvar won't register on anything you're doing.

HitID would refer to the

ID = ####

line in a hitdef. But you have a far easier option, target and it's built in sctrls

[mcode]targetstate
targetvelset
targetveladd
targetfacing
targetlifeadd
targetpoweradd[/mcode]
These all take an ID parameter. In addition you can use the numtarget(###) trigger as well as targetID(###), redirect. That might be target(###) i'd look it up if i had the docs with me but i don't right now. Double check it if you're going to use it.


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Re: trigger GetHitvar is missing a param_name ?
#3  October 10, 2010, 05:13:54 am
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hm... i tried the statetype Targetstate sice this is the one i should use for that one. i tried the numtarget trigger as well. but it wont work.  lets take Kens Shoryureppa as a super move example. what would we have to do if we want the opponent to be dizzy for a moment after he gets up ?
we would have to write a custom state for the dizzyness, wouldnt we ? and in the hitdef of the shoryureppa we add p2stateno = 5020 or we leave that line out and just write fall = 1, correct ? so if we want him to be dizzy after getting up, we would have to change state 5120 , since this is the state where chars get up after lying down, right ?
and at the end of state 5120 I wrote this
[State 5210,targetstate shoryureppa]
type = targetstate
trigger1 = !animtime && numtarget(666)
value = 1550       ; the dizzy state

and it didnt work. My guess is that i have to write a custom state for the falling, too in order to be able to add the dizzy state. the dizzy state is a custom state. so i dont know if we can add custom states to the opponent when there is a regular state between the last hit of the supermove and the custom state. but if it is possible, then targetstate would be the right State controler. and the trigger you mentioned makes sense, too. but it doesnt work.