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Space Adventure Cobra Updated 11/17/2020 (Read 2266 times)

Started by The Magic Toaster, November 15, 2020, 08:09:31 PM
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Space Adventure Cobra Updated 11/17/2020
#1  November 15, 2020, 08:09:31 PM
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[Download]
Cobra: http://www.mediafire.com/file/atruxfuo0jm2b3x/Cobra.zip/file
[Note]
Something ive had on the back burner for awhile hopefully you'll folks enjoy a good deal. I tried to make sure I could get as much of his little extra source bits in as I could (special intro states, lose poses, etc.).
Last Edit: November 17, 2020, 09:19:56 AM by The Magic Toaster
Re: Space Adventure Cobra Released 11/15/2020
#2  November 15, 2020, 09:15:15 PM
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Can you put an alternate link?
Re: Space Adventure Cobra Released 11/15/2020
#3  November 15, 2020, 10:12:24 PM
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Yeah sure. Try it now let me know if it works out fine.
Re: Space Adventure Cobra Released 11/15/2020
#4  November 16, 2020, 06:33:16 PM
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Thanks a lot! Yes, it works!

Something I found during testing: (tested on 1.0)
- I managed to fix the problem you had listed in the readme.
In state 8150 you can replace the pos of the beam after effect with just 0,0. You don't have to care about positions since you can use a bind to target in the other helper.
In state 8151 I did this:
Code:
;---------------------------------------------------------------------------
;Beam After Effect
[Statedef 8151]
type = A
physics = N
ctrl = 0
velset = 0, 0
anim = 3032 ;it's invisible so you don't see it but the time of the animation plays like normal
sprpriority = 15



[State 8151, Explod] ;this is the effect you will see
type = Explod
trigger1 = Time = 0
anim = 3032
pos = enemy,const(size.mid.pos.x),enemy,const(size.mid.pos.y)  ;you have to check the enemy constants!!
postype = p2  ;p2,front,back,left,right      I put p2 instead of p1 because the explod should stay on p2
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 1


[State 8151, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S2,1

[State 8151, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
flag2 = Invisible

[State 8151, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
ignorehitpause=1

You can't put enemy,const etc. etc. on the helper position parameter because it doesn't work as intended.

You can copy and paste this entire piece, I don't mind.


- grab (b button) gives debug messages about expressions truncated to integer; (state 811)
- also the enemy hits the ground too late, he's under the floor level when it goes to the ground hitting state: you should change the pos y value to be less than -5 or -10 in the changestate for it to look right. (state 812)


- grab (a button) gives debug messages about expressions truncated to integer; (state 801)
- also the enemy hits the ground too late, he's under the floor level when it goes to the ground hitting state: you should change the pos y value to be less than -5 or -10 in the changestate for it to look right. (state 802) I know, this was just a copy and paste, but the problems are the same, so...

You can fix the expression truncated to integer problems if you go to state -2 and you change both impact dust p2 and slam effect p2 pos to 0,ceil(pos y).


- ChangeAnim in state 2003 should be a ChangeAnim2 since it's a custom state.



Good release!!
Last Edit: November 16, 2020, 07:00:28 PM by AlexSin
Re: Space Adventure Cobra Released 11/15/2020
#5  November 17, 2020, 09:21:19 AM
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Quick fix updates. Thanks again Alex.
---11/16/2020---
-Super Psychogun's hit effect is no longer misaligned on p2's position
-Angled Psychogun's beam alignment has been adjusted to look more correct
-The heavy air versiono f the psychogun has also been adjusted to look correct
-P2 no longer gets KO'ed pre-maturely during the 3-hit combo super.
-ChangeAnim in the wallbounce state has been altered to be its proper version.
-P2's pos for the end of their grab states has been altered to be a better value.
Re: Space Adventure Cobra Updated 11/17/2020
#6  November 19, 2020, 12:22:16 AM
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Cobra's fire taunt isn't a projectile

Spoiler: Made a simple fix for it with some help from nep (click to see content)

With said fix applied. I'm sure one could do this with a helper but this requires less coding for what's needed.
Re: Space Adventure Cobra Updated 11/17/2020
#7  November 19, 2020, 01:18:03 AM
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Yeah I mostly did it that way because it was coded sort of similar in source. Guess i kind of blinded the fact it could be countered lol. Thank ya ill be sure to update.
Re: Space Adventure Cobra Updated 11/17/2020
#8  November 19, 2020, 09:58:33 PM
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I guess another way to fix that was to just change the HitDef attr parameter to S,SP (Standing, "super" projectile, "super" in this case meaning special).