Thank you again PlasmoidThunder! I was going too fast and I left out the animation for the air version of the move. The uppercut works during a super jump. However, he just teleports to the ground during a normal jump. Is there a way to fix that?
Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?
No, there is no part of the move happening in the air. It does look like he is going to go down into the ground to teleport up under the opponent for the uppercut. However he is frozen midjump without anything else happening.
Here is what the move looks like along with the problems I am having:
Thanks Plasmoid, but my character still gets frozen right above the ground when I try to perform the move in the air. I do not know what else I am missing. I have this so far.
[Statedef 60000068] type = A movetype = A poweradd = 100 physics = N ctrl = 0 anim = 60000068 velset = 0,0 chain.id = 1000
Hi, again everyone. I had this MK Sektor-like tracking teleport uppercut move that I saw from a MVC2 version of Fulgore I had downloaded. It is a move that works from the ground, but I am trying to get it to where I can do it from the air during a jump or superjump. I have the code for the ground type that already works and I did not have to alter much except the statedef and animation numbers to work wth my character, but in the code at 60000068 I had tried to do an air version by changing the type to A for "aerial" in the statedef. Yet when I try it my character gets frozen in the air. I am not sure what else I need to add to the move to make it usable in the air.
[Statedef 60000066] type = S movetype = A poweradd = 100 physics = N ctrl = 0 anim = 60000066 velset = 0,0 chain.id = 1000
Thanks again Kolossoni! The multiple velsets in the coding of the Guard Helper came that way from REDHOT's Cyclops that I was using, but I had to get rid of both the first and the third velsets because the second velset was the one affecting velocity. Thank you both again. This topic is solved.
Advancing Guard refers to the pushblock in Marvel VS Capcom 3. It is the same thing as a pushblock. I was just using the terms interchangeably. I have my code for the helper state the pushblock here, and I have been trying to alter the velset to change the velocity but I get nothing.
;Guard Push (Helper) [Statedef 60000064] type = S movetype= I physics = N poweradd= 0 ctrl = 0 anim = 60000061 sprpriority = -4
[State 6350, a1] type = PlayerPush trigger1 = Time >= 0 value = 1
[State 6350, a2] type = VelSet trigger1 = Time = 0 x = 30
[State 6350, a3] type = VelSet trigger1 = Time = 0 x = 20
[State 6350, a4] type = VelSet trigger1 = Time >= 0 x = 10
[State 6350, PosSet] type = PosSet trigger1 = !time x = floor(enemynear(0), pos X)+ifelse(facing=1,-180,180) ignorehitpause = 1 persistent = 1
[State 6350, a5] type = NotHitBy trigger1 = 1 value = SCA time = 1
[State 6350, a6] type = DestroySelf trigger1 = Time = 70
I am not sure which I change to make the velocity of the pushback of the pushblock faster.
Thank you Kolossoni! Also I was not sure, but what can I put in the coding to increase the velocity that the helper pushes back the opponent when I do the advancing guard?
I see in the code that it has the animation for the guard helper in the different states for standing, crouching, and jumping, so I am guessing it is a helper. Yes, in response to the question about the wall pushing the opponent, I am trying to have the pushblock similar to the mvc2 version where it pushes the opponent back after pressing x+y during guarding to break rushdown and pressure. I am not sure what to do to make it move with the player at all times though.
Hi, everyone! I have been trying to get the pushblock on Megaman X to shove the opponent away. However, I cannot get the way to find the value in the coding to change the distance the advancing guard pushes you. Here is my code below.
;Guard Push (Stand) [Statedef 60000060] type = S movetype= I physics = N poweradd= 0 velset = 10,0 ctrl = 0 anim = 60000060 sprpriority = 2
[State 6300, a1] type = VelMul trigger1 = 1 x = 0.75
[State 6300, a2] type = VelSet trigger1 = Time = 1 x = 0
[State 6300, a3] type = Width trigger1 = 1 value = 10,0
[State 6300, a4] type = NotHitBy trigger1 = Time = 0 value = SCA time = 30
[State 6300, a5] type = Helper trigger1 = Time = 0 helpertype = Normal name = "GuardPush" postype = P1 pos = -50,0 stateno = 60000061 ownpal = 1 size.height = 200 size.ground.back = 30 size.ground.front = 30
What am I missing in my code to get the advancing guard to push the opponent back? I tried to change the Velset at the helper section to large numbers to see if I would see any difference in distance, but it still did nothing. If anyone has the answer and would help I would greatly appreciate it. Thank you and have a great day!
Thank you Kolossoni! My commands were not in the proper order. I had to put my special attacks and the ground dash in the command list above my normal attacks and the air dash to make them come out. I appreciate your help and I want to say to everyone, put your special attacks, dashes, and more complex moves first in the changestate section of the CMD file in Fighter Factory to make sure they are read correctly. This question is solved!
Oh, I'm sorry. I am using pizzahighfive's Megaman X. I put different commands and lowered the amount of commands I had but it still did not work. I still don't know why.
Yes. The ground dash refers to the forward and backward dash with the commands "FF" and "BB", and "recovery". In my statedef, the definitions 5830 and 5832 refer to the start of the forward and backward dash while 5831 is the stopping state of the forward dash and 5833 is the stop of the backward dash.
Also, for the command "recovery", I have it here below. I had been adding more and more commands to try to get both of them to work before I went with the S button, but they are not coming out with x+y. to
[Command] name = "recovery";Required (do not remove) command = x+y time = 1
[Command] name = "recovery";Required (do not remove) command = x+y time = 1
[Command] name = "recovery";Required (do not remove) command = x+y time = 1
Hi, I removed the tilde(~) from the command but it did not work. Also, do you know where I could place the ground dash in the command list to make it work? I placed it in front of the airdash commands like REDHOTs' characters and it still did not work.
I have been able to get the ground dash to work on the S button after removing the taunt move, but I cannot get it to work with x+y. Has anyone ever had this going on with their characters?
Hi, everyone. I was trying to get this ground dash to work with the two-punch button press but it won't come out, yet when I change it to the double directional tap in the command list it works. I have not managed to get it to work yet. I have my code here:
; RUN_FWD [Statedef 5830] type = S physics = S ctrl = 0 anim = 5830 sprpriority = 2
Hi again everyone! I have added a different animation for statedef 198 and the aura still does not come out when I do the xfactor move. However, Lilith still does the animation though. I do not know what else it could be that is preventing the aura from coming out.
Re: How Do You Code A Fully Complete MVC3 X-Factor?
I was using a blank animation because I was trying to follow Kamekaze's MVC2 Dr. Doom and Baby Bonnie Hoods' MVC3 Lilith VP both of which had blank animations for the animations of parts of their X-Factor coding, specifically statedef=4004 with anim=5334 for Kamekaze's Dr. Doom X-Factor gauge and anim=9999 in statedef=4015 for Baby Bonnie Hoods' MVC3 Lilith VP for her X-Factor aura. Also, until now I did not see any in-depth posts covering this subject and how to properly do it. I only was looking at the code of characters already finished to find some path to code the move to come out.
I will try that though and put a different animation though.
Re: How Do You Code A Fully Complete MVC3 X-Factor?