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Trouble With Hurricane Kick (And Variants) (Read 1070 times)

Started by Young Shimaiuskoo Doh, October 23, 2007, 10:16:38 pm
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Trouble With Hurricane Kick (And Variants)
#1  October 23, 2007, 10:16:38 pm
  • ****
  • Gotta go fast!!
    • www.bmarquis.com/forum/index.php
I downloaded a Ryu that when he performs the Hurricane Kick, he constantly keeps rising into the air.

What do I look for to fix the error?
Signature by my pal, Signature Queen TempesT!!

Re: Trouble With Hurricane Kick (And Variants)
#2  October 23, 2007, 11:14:41 pm
  • ******
If it's when he hits : replace all "movehit = 1" into "movehit", "movecontact = 1" into "movecontact", "moveguarded = 1" into "moveguarded".

It's it happens no matter what... Post the code for it.
How ?
In fight, hit ctrl+D, white text pops up. Do the Tatsumaki, then look in the white text, a line says "stateno:", note down the number that follows. Open the character's .cns file with any text editor, look for "[statedef " followed by that number, then paste here the few blocks of code that follow up to the next "[statedef " (not just "[state ")
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: Trouble With Hurricane Kick (And Variants)
#3  October 23, 2007, 11:15:52 pm
  • ****
  • Gotta go fast!!
    • www.bmarquis.com/forum/index.php
Here goes...

[mcode][Statedef 1250]
type = A
movetype = A
physics = N
anim = 1270
ctrl = 0
poweradd= ifelse (var(30) = 1, 0, 3000)
juggle = 1

[State 1250, Kara]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
value = S12,2

[State 1250, Tatsumakisenpuukyaku!]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = S1,6

[State 1250, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1

[State 1250, Subindo...]
type = VelSet
trigger1 = Time > 0
x = 3.5
y = -1.5 

[State 1250, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-3
air.velocity = -3,-3

[State 1250, HitDef]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
attr = A, SA
damage  = 16,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-3
air.velocity = -3,-3

[State 1250, acerto]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 1)
value = 1280

[State 1250, perda]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 0)
value = 1290

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku médio - Ken
[Statedef 1260]
type = A
movetype = A
physics = N
anim = 1270
ctrl = 0
poweradd= ifelse (var(30) = 1, 0, 3000)
juggle = 1

[State 1260, Kara]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
value = S12,2

[State 1260, Tatsumakisenpuukyaku!]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = S1,6

[State 1260, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1

[State 1260, Subindo...]
type = VelSet
trigger1 = Time > 0
x = 4.5
y = -2.5 

[State 1260, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 25
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-4
air.velocity = -3,-4

[State 1260, HitDef]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
attr = A, SA
damage  = 16,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 25
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-4
air.velocity = -3,-4

[State 1260, acerto]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 1)
value = 1280

[State 1260, perda]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 0)
value = 1290
;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku forte - Ken
[Statedef 1270]
type = A
movetype = A
physics = N
anim = 1270
ctrl = 0
poweradd= ifelse (var(30) = 1, 0, 3000)
juggle = 1

[State 1270, Kara]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
value = S12,2

[State 1270, Tatsumakisenpuukyaku!]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = S1,6

[State 1270, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1

[State 1270, Subindo...]
type = VelSet
trigger1 = Time > 0
x = 4.5
y = -3.5 

[State 1270, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 25
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-5
air.velocity = -3,-5

[State 1270, HitDef]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
attr = A, SA
damage  = 16,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 25
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-5
air.velocity = -3,-5

[State 1270, acerto]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 1)
value = 1280

[State 1270, perda]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 0)
value = 1290

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku - Ken - sucesso
[Statedef 1280]
Type = A
Movetype = A
Physics = S
velset = 0,0
Anim = 1280

[State 1280, Ya!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,5

[State 1280, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = High
damage = 40,9
guardflag = MA
pausetime = 6,6
sparkno = S8003
guard.sparkno = S8015
hitsound = S10,5
guardsound = S13,0
sparkxy = -15,-59
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-1
air.velocity = -7,-1
fall.recover = 0
fall = 1
fall.yvelocity = -.4
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
down.cornerpush.veloff = 0

[State 1280, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1290

;---------------------------------------------------------------------------
;Tatsumaki Senpuu Kyaku - Ken - descendo
[Statedef 1290]
Type = A
Movetype = A
Physics = A
Anim = 1290

[State 1290, Velocidade X nula]
type = VelSet
trigger1 = Time = 0
x = 0
y = 1[/mcode]



And...

[mcode][Statedef 3200]
type = S
movetype = A
physics = N
anim = 3200
velset = 0,0
ctrl = 0

[State 3200, Kou-radan!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S50,8

[State 3200, Haa!]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 16
trigger3 = AnimElem = 29
value = S2,0

[State 3200, Hia!]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 23
value = S2,5

[State 3200, Poeira]
type = Explod
trigger1 = AnimElem = 3
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1

[State 3200, Super]
type = SuperPause
trigger1 = AnimElem = 3
Time = 38
Sound = S4,7
Anim = S8501
Pos = -36,-23
Poweradd = 3000

[State 3200, Hyper BG]
type = Explod
trigger1 = AnimElem = 3
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1

[State 3200, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1

[State 3200, Retrato]
type = Explod
trigger1 = AnimElem = 3
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 3200, Corre, meu fio!]
type = VelSet
trigger1 = AnimElemTime(3) = 1
x = 2.5

[State 3200, Width]
type = Width
trigger1 = 1
value = 20,0

[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
getpower = 0
animtype  = High
damage    = 34,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -20, -71
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5

[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
attr = S, HA
getpower = 0
animtype  = High
damage    = 24,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -5, -66
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5

[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 29
attr = S, NA
getpower = 0
animtype  = High
damage    = 34,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -20, -71
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5

[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 22
trigger2 = AnimElem = 23
attr = S, HA
getpower = 0
animtype  = High
damage    = 24,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -5, -66
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5

[State 3200, Joelhada]
type = Changestate
trigger1 = Animtime = 0
value = 3201

;---------------------------------------------------------------------------
;Joelhada
[Statedef 3201]
type = S
movetype = A
Physics = N
anim = 3201
velset = 0,0
ctrl = 0
juggle = 0

[State 3201, Hia]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,5

[State 3201, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = High
damage = 15,6
guardflag = MA
pausetime = 8,8
hitsound   = S10,4
guardsound = S13,0
sparkxy = -20,-71
sparkno = S8003
guard.sparkno = S8015
ground.type = High
air.hittime = 28
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-7
air.velocity = 0,-6

[State 3201, Sucesso]
type = Changestate
trigger1 = Movehit
value = 3202

[State 3201, Falha]
type = Changestate
trigger1 = AnimTime = 0 && Movehit != 1
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Sucesso
[Statedef 3202]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3202;821
juggle = 1

[State 3202, Subindo]
type = VelSet
trigger1 = Time > 1
x = 4.4
y = -4.7 

[State 3201, Haa]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,0

[State 3202, HitDef]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
attr = A, SA
getpower = 0
animtype  = High
damage    = 12, 3
guardflag = MA
pausetime = 7,6
hitsound   = S10,4
guardsound = S13,0
sparkxy = 0,-90
sparkno = S8003
guard.sparkno = S8015
ground.type = High
air.hittime = 26
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3,-7
air.velocity = -2,-7

[State 3202, Sucesso]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 1)
value = 3203

[State 3202, Falha]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 0)
value = 1290

;---------------------------------------------------------------------------
;Pra baixo
[Statedef 3203]
Type = A
movetype = A
physics = S
velset = 0,0
anim = 1280

[State 3203, Hia!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,5

[State 3203, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
getpower = 0
animtype  = High
damage    = 40, 9
guardflag = MA
pausetime = 6,6
sparkno = S8003
guard.sparkno = S8015
hitsound = S10,5
guardsound = S13,0
sparkxy = -15,-59
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-1
air.velocity = -7,-1
fall.recover = 0
fall = 1
fall.yvelocity = -.4

[State 3203, Descendo]
type = ChangeState
trigger1 = AnimTime = 0
value = 1290[/mcode]


And...

[mcode][Statedef 3300]
type = S
movetype = A
Physics = N
anim = 3300
velset = 0,0
ctrl = 0
juggle = 0

[State 3300, Messatsu!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,10

[State 3300, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1

[State 3300, Fogo]
type = Null
trigger1 = AnimElem = 7
anim = 8610
ID = 8610
postype = P1
;bindtime = -1
pos = 5,0
sprpriority = 3
ownpal = 1

[State 3300, Super]
type = SuperPause
trigger1 = AnimElem = 3
Time = 38
Sound = S4,7
Anim = S8501
Pos = -35,-70
Poweradd = 3000

[State 3300, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 32

[State 3300, Hyper Bg]
type = Explod
trigger1 = AnimElem = 3
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1

[State 3300, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1

[State 3300, Retrato]
type = Explod
trigger1 = AnimElem = 3
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 3300, YA!!!]
type = PlaySnd
trigger1 = AnimElem = 7
value = S3300,0

[State 3300, fogo]
type = Null
trigger1 = AnimElem = 7
value = S3300,1

[State 3300, Começando a subir]
type = VelSet
trigger1 = AnimElem = 7
y = -3.8

[State 3300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301
ctrl = 0

;---------------------------------------------------------------------------
;Chutando
[Statedef 3301]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3301
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3301, VelSet]
type = VelSet
trigger1 = Time = 0
Y = -3.8

[State 3301, através]
type = PlayerPush
trigger1 = 1
value = 0

[State 3301, eletricidade]
type = Explod
trigger1 = animelem = 1
trigger2 = Animelem = 17
trigger3 = AnimElem = 33
anim = 8110
pos = 24,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = -1

[State 3301, eletricidade]
type = Explod
trigger1 = animelem = 9
trigger2 = AnimElem = 25
anim = 8111
pos = 24,5
postype = p1
sprpriority = -1
supermove = 1
bindtime = -1

[State 3301, Kara]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 23
trigger7 = AnimElem = 25
trigger8 = AnimElem = 31
trigger9 = AnimElem = 33
trigger10 = AnimElem = 39
value = S14,0

[State 3301, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
attr = A, HA
animtype  = Medium
damage  = 12,3
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8003
sparkxy = -10,-60
guard.sparkno = S8015
hitsound  = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 20,-3.8
air.type = High
air.velocity = 20,-3.8
air.juggle = 3
fall.recover = 0
p2facing = 1
snap = 65,-3
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10

[State 3301, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
trigger9 = AnimElem = 35
trigger10 = AnimElem = 39
attr = A, HA
animtype  = Medium
damage  = 12,3
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8003
sparkxy = -10,-60
guard.sparkno = S8015
hitsound  = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 20,-3.8
air.type = High
air.velocity = 20,-3.8
air.juggle = 3
fall.recover = 0
p2facing = 1
snap = -65,-3
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10

[State 3202, Fogo]
type = Explod
trigger1 = (MoveHit = 1) && (P2MoveType = H) && (NumExplod(8510) < 3)
anim = 8100
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)

[State 3202, Sucesso]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 1)
value = 3304

[State 3202, Falha]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 0)
value = 1290

;---------------------------------------------------------------------------
;Pra baixo
[Statedef 3304]
Type = A
movetype = A
physics = S
velset = 0,0
anim = 1280

[State 3304, Hia!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,5

[State 3304, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
getpower = 0
animtype  = High
damage  = 30,3
guardflag = MA
pausetime = 6,6
sparkno = S8003
guard.sparkno = S8015
hitsound = S10,5
guardsound = S13,0
sparkxy = -15,-59
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-1
air.velocity = -2,12
fall.recover = 0
fall = 1
fall.yvelocity = -3.19

[State 3304, Descendo]
type = ChangeState
trigger1 = AnimTime = 0
value = 1290[/mcode]







That's it. Sorry for the horrendous amount of code.
Signature by my pal, Signature Queen TempesT!!

Last Edit: October 23, 2007, 11:33:10 pm by Supersonic Boom
Re: Trouble With Hurricane Kick (And Variants)
#4  October 23, 2007, 11:35:13 pm
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i see some movecontact = 1, in one of the mguen updates that got broken, change them to movecontact > 0
Re: Trouble With Hurricane Kick (And Variants)
#5  October 23, 2007, 11:50:04 pm
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Did as you said; he just keeps rising...
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Re: Trouble With Hurricane Kick (And Variants)
#6  October 24, 2007, 12:50:54 am
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Also change "movecontact = 0" for "!movecontact", as well as the "movehit != 1" for "!movehit".
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Re: Trouble With Hurricane Kick (And Variants)
#7  October 24, 2007, 01:39:31 am
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Do you mean: change "movehit = 1" to "movehit = 0?"
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Re: Trouble With Hurricane Kick (And Variants)
#8  October 24, 2007, 02:18:05 am
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No, I mean
change "movecontact = 0" for "!movecontact", as well as the "movehit != 1" for "!movehit".
Notice how there are some ! here and there.
The exclamation mark in computer language often means "not", so if you look carefully, you notice that it always works by 2 : one "changestate" triggered by a "movehit", and one changestate triggered by a "not movehit" (and there is one "movehit not equal to 1" lost in the middle of this, which you have to fix as well into "not movehit").
The thing here is that the way you write it has changed with the Windows version of Mugen, writing "movehit = 1" and "movehit = 0" doesn't work the same way as it did anymore. So you have to replace everything with either "movehit" or "!movehit". Same with movecontact and moveguarded.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Last Edit: October 24, 2007, 02:22:55 am by Baiken
Re: Trouble With Hurricane Kick (And Variants)
#9  October 25, 2007, 05:36:07 am
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If you mean to change the "movehits" and "movecontacts" into "!movehits" and "!movecontacts," I did that.

Well, Ryu just keeps spinning higher and higher...

Darn it.
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Re: Trouble With Hurricane Kick (And Variants)
#10  October 25, 2007, 07:02:27 am
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nono, they meant change movehit/contact = 0 into !movehit/contact

the ! put before the movehit or w/e means NOT so !movehit means NOTmovehit or movehit = 0

so whereever there used to be
movehit = 1 or movecontact = 1 change it to movehit or movecontact
also,
movehit = 0 or movecontact = 0 change it to !movehit or !movecontact

the way it is now with the movehit = 0, movecontact = 0, movehit = 1, ect. the character isnt leaving the state because his changestate isnt triggering. the changestate isnt triggering because the triggers are to limiting, so by makin those lil changes you're broadening the triggering range for the changestates... if that makes sense lol
Re: Trouble With Hurricane Kick (And Variants)
#11  October 25, 2007, 07:56:59 am
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Excellent!

Gravity now has an effect on Ryu!!

But...his Hurricane hits only once, and so does Rasen.

So close...
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Re: Trouble With Hurricane Kick (And Variants)
#12  October 25, 2007, 12:00:27 pm
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Post what you currently have because I think something got lost along the different modifications.
Oh, you don't have to post all 3 Tatsumakis, just one is enough, the others should be the same.
All versions spin only once, regardless of whether they hit or not, is that it ?
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Last Edit: October 25, 2007, 12:08:19 pm by Baiken
Re: Trouble With Hurricane Kick (And Variants)
#13  October 25, 2007, 02:55:29 pm
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Here it be...

[mcode];Tatsumaki Senpuu Kyaku fraco - Ken
[Statedef 1250]
type = A
movetype = A
physics = N
anim = 1270
ctrl = 0
poweradd= ifelse (var(30) = 1, 0, 3000)
juggle = 1

[State 1250, Kara]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
trigger8 = AnimElem = 15
value = S12,2

[State 1250, Tatsumakisenpuukyaku!]
type = PlaySnd
trigger1 = AnimElemTime(4) = 1
value = S1,6

[State 1250, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1

[State 1250, Subindo...]
type = VelSet
trigger1 = Time > 0
x = 3.5
y = -1.5 

[State 1250, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 28,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-3
air.velocity = -3,-3

[State 1250, HitDef]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 17
attr = A, SA
damage  = 16,3
animtype = Hard
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 6,6
ground.type = High
air.hittime = 20
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3,-3
air.velocity = -3,-3

[State 1250, acerto]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact)
value = 1280

[State 1250, perda]
type = ChangeState
trigger1 = (AnimTime = 0) && (!MoveContact)
value = 1290[/mcode]
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Re: Trouble With Hurricane Kick (And Variants)
#14  October 25, 2007, 03:38:52 pm
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Actually, scratch that. Obviously I didn't read any post except the first one. Sorry for my ignorance.
Last Edit: October 25, 2007, 04:16:01 pm by Siu Wong
Re: Trouble With Hurricane Kick (And Variants)
#15  October 25, 2007, 03:45:41 pm
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Ah, wait... You say it hits only once, but it does keep spinning, right ? So the problem is that the other hits don't... hit ?
If that's so.... I don't see why :( The hitdef seem to have proper triggers, and nothing seems to prevent it from activating several times like it should. And the movetype is A like it should be. If anyone has an idea...
... You could try to check for how long exactly he stays in that state (1250, 1260 or 1270 depending on the kick button used). Activate the debug text, do the move, immediately pause, the use frame advance to check the movement frame by frame, reading in the debug text when exactly he goes to the next state. That could be a start...

Siu Wong : he shouldn't be going into the other states (1280 and 1290) before the animation is finished, because of the !animtime in the trigger. And the animation 1270 (the one of this statedef) does seem to include the full spining, judging by how the second hitdef is triggered 3 times, and there isn't any changeanim that could affect the !animtime trigger. Finally, physics = N or A shouldn't affect the number of hits.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Last Edit: October 25, 2007, 03:51:00 pm by Baiken
Re: Trouble With Hurricane Kick (And Variants)
#16  October 25, 2007, 04:59:49 pm
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change the animelem = X  to animelemtime(X) = 0, logically it should not change anithing, but it looks like it already should work.
Re: Trouble With Hurricane Kick (And Variants)
#17  October 25, 2007, 08:34:14 pm
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Thank you, guys, for your help so far, I really appreciate it.

Now, I found this out: When Ryu uses Tatsumaki from P1's side, the hits connect.

Rasen still hits once, and sometimes, never hits at all (when used on the ground, on a standing opponent).

I will try what young [E] posted and get back to you guys.


Edit: Hey, his Tasumaki now hits correctly on BOTH sides of the opponent, without doing what you posted, [E]!

Awesome!

Now, to fix Rasen...it still hits only once; twice and it throws the opponent away.
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Last Edit: October 26, 2007, 08:02:55 am by Supersonic Boom
Re: Trouble With Hurricane Kick (And Variants)
#18  October 26, 2007, 08:05:21 am
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Sorry for the double post, but I had to thank the chaps that helped out:

Thanks Baiken, [E], ZzEzZ.

Still trying to fix Rasen; it still hits once...
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Re: Trouble With Hurricane Kick (And Variants)
#19  October 26, 2007, 02:10:54 pm
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Quote
it still hits only once; twice and it throws the opponent away.
Oh ! You mean the first (one or two) hit connects, but it kicks the opponent across the screen ? It's not that it hits once then Ryu goes through the opponent without hitting even though his leg touches the opponent ? Then it's the velocities in the hitdef that are fucked up.

... Looking at the couple of hitdefs in the Rasen state, statedef 3301 -
Quote
ground.velocity = 20,-3.8
Holy molly. 20 means the target is thrown away 20 pixels forward per frame - he is sent across the whole screen in barely one fifth of a second. Apparently the first two hits can hit but then the target is thrown too far away to connect. I imagine the target is supposed to be thrown back and forth, from left to right of Ryu, but then one hitdef should have a positive ground/air.velocity and the other hitdef, a negative one.
 If it doesn't look right or doesn't hit completely, keep tweaking the value and test, try all kind of values like -8, 6, -2, tweak and test until it looks fine. Fix all 4 values too, the ground.velocity for both hitdefs and also the air.velocity for both hitdefs.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Last Edit: October 26, 2007, 02:17:51 pm by Baiken
Re: Trouble With Hurricane Kick (And Variants)
New #20  October 26, 2007, 07:08:14 pm
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Did what you posted, Baiken:

When Ryu uses it on a standing opponent, the opponent goes up, but only takes hits, and stays, on one side.

I'm still trying things out, though.
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Last Edit: October 26, 2007, 07:33:40 pm by Supersonic Boom