Hey guys!There were some questions in my mind concerning some things:For the hitspark.no parameter in the cns data, what should I do to make custom hit sparks? As in, importing hit sparks, giving them the correct group number then incorporating them in the cns?Is there a trigger that allows for distance calculation? That would be useful for close attacks, like Ryu's elbow strike.How can I do follow-ups, like Karin's Guren Ken or Benimaru's thunder ball?
1. https://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.html2. https://mugenguild.com/forum/topics/p2dist-triggers-169013.0.html3. https://mugenguild.com/forum/topics/movecontact-triggers-169089.0.html
NikoPalad67140 said, August 13, 2022, 04:43:28 pmHey guys!There were some questions in my mind concerning some things:For the hitspark.no parameter in the cns data, what should I do to make custom hit sparks? As in, importing hit sparks, giving them the correct group number then incorporating them in the cns?Is there a trigger that allows for distance calculation? That would be useful for close attacks, like Ryu's elbow strike.How can I do follow-ups, like Karin's Guren Ken or Benimaru's thunder ball?1. If you want to literally make your own hitsparks, as in draw them, then you have to draw them and animate them.If you want to import hitsparks from another character Fighter Factory has a option for that at the bottom of the sprites tab.The grouping doesn't matter as long as you DO NOT use 5000s, or 9000s. Me personally I like my sparks and effects to be 4000.hitsparkno = s40002. Like XGargoyle said p2dist x <= #Replace the # with a number, in terms of pixels. 25 is close, but 10 is closer.3. Again to XGargoyles pointuse a changestate within your attack states with the proper triggerstrigger1 = movecontact && command = "#"and I like to add hitshakeover (so the previous move hitpause has to be done before you can change states)trigger1 = movecontact && command = "#" && hitshakeoverReplease the # with the commend you want to use to do the next attack.