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Complete projectile (Read 2064 times)

Started by Charles_2011, October 25, 2021, 05:09:00 am
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Complete projectile
#1  October 25, 2021, 05:09:00 am
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    • Peru
Hello.

There are some projectiles like Dan for example that has an incomplete fireball, it vanish. What do I have ti change in these kind of character to get a complete fireball like Ken and Ryu?

Thank you in advanced.
Re: Complete projectile
#2  October 25, 2021, 07:26:24 am
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  • Self-Sufficient Subhuman
  • "I hope you're ready for a beating!"
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If you mean complete as in "it travels the length of the screen", you'd need to edit what causes the projectile to be removed/destroyed.
Re: Complete projectile
#3  October 25, 2021, 07:41:02 am
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Yes, exactly, that´s what I mean.

Could you help me, please? What do I have to do?
Re: Complete projectile
#4  October 25, 2021, 07:48:11 am
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  • Self-Sufficient Subhuman
  • "I hope you're ready for a beating!"
    • USA
That’s a vague question. It depends.

If the projectile is created using a projectile hitdef, then you simply have to set the ProjRemoveTime to -1. If the projectile is created via Helped, you’d need to check the trigger that causes it to DestroySelf and edit that.
Re: Complete projectile
#5  October 25, 2021, 07:59:40 am
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Thak you 087-B.

It works, but the animation dissapear before hit the rival. Could you continue help with this, please?
Re: Complete projectile
#6  October 25, 2021, 01:31:08 pm
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  • The other Indian
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Thak you 087-B.

It works, but the animation dissapear before hit the rival. Could you continue help with this, please?

There are a few ways to do this:

For example, Shin Gouki by Pots has this as the projectile helper End code:

[State 1006, End]
type = destroyself
trigger1 = pos x != [ -240, 240]

There are 3 ways you can do this:

(A) Using 'camerazoom' code. Character will have to be changed to mugenversion = 1.1
[State xxxx, End]
type = destroyself
trigger1 = pos x != [ -240/camerazoom, 240/camerazoom]

(B) Increase values. Mugen version does not change
[State xxxx, End]
type = destroyself
trigger1 = pos x != [ -280, 280]

(C) Use FrontEdgeDist<=X with a negative interger. That way projectiles will disappear when they're off screen past P2.
Re: Complete projectile
#7  October 26, 2021, 04:10:05 am
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Hello.

First of all thank you 087-B and Yugacurry for your tips.

Here are the codes that contain the word "Projectile".

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Could you help me making the code, please? The character is Chun-li by "Warusaki3".