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Ground Photon Shot Duplicate Glitch! Please Help? Continued (Read 2653 times)

Started by Ki$@1st456v, November 12, 2020, 09:50:50 PM
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Ground Photon Shot Duplicate Glitch! Please Help? Continued
#1  November 12, 2020, 09:50:50 PM
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Here is the rest of the code. . . The other topic is constantly getting database errors when I try to add more.

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

     Posted: November 12, 2020, 09:54:01 PM
; Photon Shot 21
[Statedef 1236]
type = A
movetype = A
physics = N
ctrl = 0
;anim = 1116
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 0, VelSet]
type = VelSet
trigger1 = !time
x = 7;ifelse(var(10)=2,-8,ifelse(var(10)=1,-6,-4))
y = 0;ifelse(var(10)=2,-4,ifelse(var(10)=1,-2,0))

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1


     Posted: November 12, 2020, 09:55:06 PM
Photon Shot 21 continued. . .

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

     Posted: November 12, 2020, 09:56:11 PM
Photon Shot 21 continued again. . .

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1

[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1
[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact

     Posted: November 12, 2020, 09:57:23 PM
; Shot dissipate
[Statedef 1240]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = 4
juggle = 1

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:destroyself]
type = Destroyself
trigger1 = frontedgedist <= -70||backedgedist <= -70
trigger2 = animtime = 0

That is the end of the body of code. Sorry about that!
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#2  November 13, 2020, 01:06:04 AM
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just looking at the code i would make sure the the anim in state 1240 is correct, right not i do not see any anim in state 1240. i dont think thats the problem in this case but might be down the road.

seeing that the problem starts as soon as the move starts and the problem sprite has velocity(falling), i would look at this piece of code

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo-20
value = StateNo-20

this is in state 1236 and it was velocity and starts at the very beginning

just to check things, in state 1236 null this out

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

then check if the problem sprite has a shadow while falling, just to try to narrow down the problem

let me know

MGMURROW
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#3  November 13, 2020, 04:51:20 AM
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Thanks! You said to null that out, did you mean put a Null command under it? Also, should I change that State 0 ChangeAnim to StateNo-0 for the value and trigger1 sections?

     Posted: November 13, 2020, 05:26:51 PM
Okay, I tried to change 901:assertspecial state to a Null type and put 0 for the State 0 ChangeAnim on the value and trigger1 sections, but the problem still persists. I see at the last second a shadow is there for a small instant when the duplicate falls a split second after Storm spins too.
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#4  November 14, 2020, 01:38:33 AM
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    • https://sites.google.com/site/mgmurrow/
better yet, do the move and pause it when storm appears, while paused press CTRL+C to see the name of the helper(storm) that appears.
also while paused press CRTL+D until you find the name of the helper you are looking for(storm, whatever name you found from CTRL+C) then look for the state number the helper is in

makes it very simple

MGMURROW
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#5  November 14, 2020, 05:07:03 PM
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Okay, I think that it is in Photon Shot 2 from what I am seeing. I have removed the semicolon in the anim section and updated the animation, but it still creates the duplicate. I have the image here .

; Photon Shot 2
[Statedef 1211]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1211
sprpriority = 4
velset = 0,0
juggle = 1

[State 0, VelSet]
type = VelSet
trigger1 = !time
x = -3
y = -7

[State 901:Assertspecial]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 901:playerpush]
type = PlayerPush
trigger1 = 1
value = 0
persistent = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

[State 0, SprPriority]
type = SprPriority
trigger1 = 1
value = 4
ignorehitpause = 1
persistent = 1

[State 901:projectile]
type = hitdef
trigger1 = !time
attr = S,NA
hitflag = MAFD
guardflag = MA
animtype = Diagup
air.animtype = Diagup
damage = 25,0
getpower = 50,0
givepower = 20,0
pausetime = 1,7
guard.pausetime = 0,7
sparkno = S9999
guard.sparkno = S8050
sparkxy = -10,-50
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 18
ground.hittime = 8
air.hittime = 8
yaccel = 0.96
down.velocity = -6,-7
ground.velocity = -3,-6
guard.velocity = -8.7
ground.cornerpush.veloff = -14
air.velocity = -3,-6
airguard.velocity = -10.5,3
fall.xvelocity = 0
fall.yvelocity = -2
fall.recover = 0
id = 1+4

[state 200, 1]
type = playsnd
trigger1 = movehit
value = s5+parent,var(49),6
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[state 200, 1]
type = playsnd
trigger1 = moveguarded
value = s6+parent,var(49),0
channel = 5
volume = 40
volumescale = 40
ignorehitpause = 1
persistent = 0

[State G-FX, Hit/Guard Spark]
type = Explod
trigger1 = MoveContact
anim = Cond(MoveHit, 8006, 32004)
postype = p1
pos = Floor(P2Dist X - 10), -45
bindtime = 1
removetime = -2
supermovetime = 500
scale = 0.5, 0.5
ontop = 1
ownpal = 1
ignorehitpause = 1


[State 1005, hitoverride]
type=hitoverride
trigger1=1
time=-1
attr=SCA,AA,AP,AT
stateno=1240
ignorehitpause=1

[State 1005, hitby]
type=hitby
trigger1=1
time=-1
value=SCA,NP,SP,HP
ignorehitpause=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1240

[State 0, MoveHitReset]
type = MoveHitReset
trigger1 = parent,movecontact
ignorehitpause = 1


[State 901:destroyself]
type = Destroyself
trigger1 = backedgedist <= -70
trigger2 = Pos Y >= 0
trigger2 = Vel Y >= 0
trigger3 = Pos Y <= -480
trigger4 = movecontact


     Posted: November 14, 2020, 05:08:43 PM
https://drive.google.com/file/d/1-TT_XCjKGBAYgLDvfV0YAkAiQcIn5-Sr/view?usp=sharing.
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#6  November 14, 2020, 09:34:37 PM
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    • https://sites.google.com/site/mgmurrow/
if you set the animation in the beginning but you still have this code

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo

you will always have a different anim then what you set in the beginning, null it out or remove it so anim=1211 will play

if you cant figure it out you can send it to me and i will fix the problem

MGMURROW
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#7  November 15, 2020, 05:25:16 AM
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I removed it from the body of code but for some reason it did not remove the glitch. That is odd, I do not know what else it could be.
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#8  November 16, 2020, 09:07:30 PM
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    • https://sites.google.com/site/mgmurrow/
you can send it to me and i will try my best to fix it if you want'

MGMURROW
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#9  November 16, 2020, 10:15:11 PM
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Okay, I'll send it. I I just don't want it to be a burden because you also have things in your life that you are focusing on. I have tried removing all the

"[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && Anim != StateNo
value = StateNo"

sections from every part of the code of the Photon Shot but the duplicate still persisted. I was most recently using REDHOT's Storm and Dr. Doom for the Plasma Beam and Photon Shot in Fighter Factory 3. Also, in my custom Storm there are a lot of sprites from different creations where I tried to make certain move imports work and failed, but I have not deleted them yet. I also have another move, that I was trying to get to work with Storm which was Thunderstrike, a Psycho Crusher-like move that I imported from the Street Fighter: Spec Ops character Sevil Nahte by O Illusionista, but it has an animation loop problem. I thank you again for your help and I appreciate your responses.
Re: Ground Photon Shot Duplicate Glitch! Please Help? Continued
#10  December 08, 2020, 08:45:18 AM
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Thank you! I managed to fix it! The duplicate is gone!