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Hitting P2 in back without autoturn (Read 700 times)

Started by Momotaro, August 23, 2021, 04:42:30 pm
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Hitting P2 in back without autoturn
#1  August 23, 2021, 04:42:30 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
I work in a command move.
This move can hit in opponent's back, but seems like the opponent turns around on hit.
Any way to avoid it ?

What I would like.
-Move hits P2 in front. P2 normal reaction
-Move hits P2 in back. P2 turn around only after the hitshake is finished.

(Just in case. Still using Jmorphman's characters as a base for the system)

Thanks
Last Edit: August 23, 2021, 09:51:47 pm by Nedflandeurse
Re: Hitting P2 in back without autoturn
#2  August 23, 2021, 07:46:38 pm
  • *****
  • WIP: Tons and tons of IKEMEN stages
Check your HitDefs for p1facing, p1getp2facing, and p2facing.

In MUGEN I'd try to get a var to store the EnemyNear Facing constantly, then use Turn if he's facing the other side. Or maybe two hitdefs, one enabled when the move hits the back and you can play around p2facing.

In IKEMEN you can solve that via a RedirectID and an Assertspecial flag NoAutoTurn.
Current release: SF vs MK, fully interactive
https://www.youtube.com/watch?v=7bM9DpmVXOA
Re: Hitting P2 in back without autoturn
#3  August 23, 2021, 09:43:04 pm
  • *****
  • A.K.A. NED
  • I like to draw fighting game characters...
Check your HitDefs for p1facing, p1getp2facing, and p2facing.

Yes, it was what I first checked... but nothing like that.
I think it is something in POTS systems... But I have no idea where to find it...


OK, I found it.
it was this element in state-2
I just added an exception.
Code:
[State -2, P2 Facing]
type = TargetFacing
triggerall = stateno != 645;;;;;;;;une exception
trigger1 = MoveContact = 1 && NumTarget
trigger1 = !(Target, HitShakeOver) && !(Target, HitFall) && (Target, Time <= 1)
value = ifElse(P2Dist x >= 0, -1, 1)
ignoreHitPause = 1
Last Edit: August 23, 2021, 09:51:21 pm by Nedflandeurse