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[SOLVED]Whirlwind Kick not hitting multiple times on block? (Read 1265 times)

Started by hatter, August 12, 2016, 03:20:25 am
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[SOLVED]Whirlwind Kick not hitting multiple times on block?
#1  August 12, 2016, 03:20:25 am
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And I'm back with another stupid problem.

So I'm coding the Whirlwind Kick for Ryu, and everything works like it should be.

But I have one problem. You know how Ryu's medium WHK hits 2 times when blocked, and the strong one 3? Well, it's doing only one when in contact.

Spoiler: HitDef (click to see content)

Spoiler: whole code if you want (click to see content)

I don't know, is there something a noob like me is not seeing? I've been playing around with this, and especially the HitDef for a while, and nothing's working. It works like it should when it's not blocked (one hit, and P2 falls to the ground), but it's not working the way it should when blocked. Help?
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Last Edit: August 14, 2016, 01:20:10 am by Hatter
Re: Whirlwind Kick not hitting multiple times on block?
#2  August 12, 2016, 03:45:05 am
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You have to set a hitdef for each specific hit of the move. IE each kick that should strike needs it's own hitdef.

I should have looked closer at the triggers. I too have a lot to learn with what all to look at closer on help.
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Last Edit: August 12, 2016, 04:09:47 am by Just No Point
Re: Whirlwind Kick not hitting multiple times on block?
#3  August 12, 2016, 03:58:36 am
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And I'm back with another stupid problem.

Don't say that, we all have these problems at some point. It's good to ask questions.

[State 1020, StateTypeSet]
type = StateTypeSet
trigger1 = !var(1) && animelemtime(11) >= 0
trigger2 = var(1) = 1 && animelemtime(17) >= 0
trigger3 = var(1) = 2 && animelemtime(29) >= 0
movetype = I 

This is the problem, movetype = I prevents mugen from activating hitdefs. I believe this is merely a mistype on your end.

In addition (just because it's good practice), since setting movetype to "I" is just a flag, try to use a trigger that will only activate once. i.e, "animelemtime(17) = 0" instead of "animelemtime(17) >= 0". Being careful with triggers eventually goes a long way when it comes to performance.
Re: Whirlwind Kick not hitting multiple times on block?
#4  August 12, 2016, 04:44:26 am
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Just tried what you said, and the results I want aren't being met, apparently. Any other suggestions as to what could be causing this?? I might recode this if nothing else works, honestly. :/
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Re: Whirlwind Kick not hitting multiple times on block?
#5  August 12, 2016, 05:21:09 am
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Does each kick hit individually? Just making sure that the triggers mach the actual CLSN1 frames in the attack.
Re: Whirlwind Kick not hitting multiple times on block?
#6  August 12, 2016, 05:36:07 am
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Quote
triggerall = !movehit && !movereversed

Silly me, you also need to change this trigger. If the move hits once, the hitdef will stop triggering (because movehit is true).

lol, I forgot we're trying to change the behavior when it's blocked.

My best advice would be just stripping away all the limitations on the hitdef and keep adding them until it fails. I have no clue what the status of your dummy or minus states, there could also be something there.

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Last Edit: August 12, 2016, 06:27:19 am by Vans
Re: Whirlwind Kick not hitting multiple times on block?
#7  August 12, 2016, 06:06:43 am
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Since It's Ryu's Tatsumaki if he hits once the rest of the hits won't be able to be blocked anyway. P2 will be falling.
Re: Whirlwind Kick not hitting multiple times on block?
#8  August 12, 2016, 11:41:25 am
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This isn't very good.
 
Quote
[State 1020, Button Detect]
type=VarSet
trigger1 = !Time && !AILevel
var(1) = Cond((command = "a"), 0, Cond((command = "b"), 1, 2))
 
[State 1020, Button Detect (AI)]
type=VarSet
trigger1 = !Time && AILevel
var(1) = Cond(p2bodydist x < 45, 0, Cond(p2bodydist x < 85, 1, 2))
Use a different variable for the AI. Otherwise you are setting the power of the attack based on p2's distance which is pretty illogical.

Other options. You have hitflag and guardflag in there twice. I doubt it's this but you should clean that up.

You have ID'd the hitdef. Take this out if you don't really need it. I doubt it is this either.

Removing the statetypeset really should resolve this.



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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Whirlwind Kick not hitting multiple times on block?
#9  August 13, 2016, 05:14:14 pm
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Code:
triggerall = !movehit && !movereversed
trigger1 = AnimElem = 5
trigger2 = AnimElem = 11
trigger3 = AnimElem = 17 
trigger4 = AnimElem = 23

Remove the vars from these triggers.
Re: [SOLVED]Whirlwind Kick not hitting multiple times on block?
#10  August 14, 2016, 01:19:33 am
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It actually worked, holy shit o_O

I need to ask a question though. What was the var(1) doing to the triggers when it was there? I still can't quite grasp how it was affecting the triggers.

Gonna mark as solved, thanks again sensei.  :kugoi:
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Re: [SOLVED]Whirlwind Kick not hitting multiple times on block?
#11  August 14, 2016, 02:18:14 am
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Only thing I can think of is something is changing the vars after they are initially set. Maybe the ailevel trigger is still registering or something in -1,-2,-3
Re: [SOLVED]Whirlwind Kick not hitting multiple times on block?
#12  August 14, 2016, 02:43:21 am
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Can't be the AIlevel triggers, they both happen when time = 0 ie, once. It's not being set anywhere else.

It must be one of the negative states. To some extent i would guess in the cmd actually, KFM has a fancy combo check thing in there, i believe that uses var(1) and if not removed could potentially cause this. Assuming KFM is the base.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: [SOLVED]Whirlwind Kick not hitting multiple times on block?
New #13  August 14, 2016, 03:09:53 am
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You are indeed correct about your assumption, and giving it some thought, it actually makes perfect sense.

Thanks for the help, gaiz, I really appreciate it.

EDIT: Changed the var number for the combo reset part of the CMD to something other than 1, and the special moves are actually starting to work better. The Hadouken's speed now changes w/ the button pressed, and the Shoryukens now differ.

It's amazing how one tiny detail can change so much.
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Last Edit: August 14, 2016, 03:19:54 am by Hatter