im using a SVC version ok gouki and i want to code a tatsumaki (hurricane kick) the animations are 1200 the start and hit part of it.....1201 the finishing part and 1202 the land part... i have absolutely no idea how to code one, my attempts ended up landing in mid air and the velcoities were all wrong.seeing as ive given the animations can someone please help. dont worry about the hitdef i can do that, and any changestate im ok with that but not sure on the triggers like Y vel = 0 or something. can some one give me a basic template please.
need three states:- startup- kicks during the move- endshort whip-up:[Statedef x]type = A ; aerial statemovetype = A ; attacking statephysics = N ; no physics!ctrl = 0 ; no ctrl!anim = 1200; up-forward-movement[State X, set initial velocity]type = VelSettrigger1 = !timex = 4 ; adjusty = -5 ; adjust[State X, go on]type = ChangeStatetrigger1 = animelem = Y; the element in your animation that ends the "startup"value = X+1[Statedef X+1]type = Amovetype = Aphysics = N ; still, this move defies all physics; no change of animation here, the one from the initializing state continues!; only forward movement![State X+1, set new velocity]type = VelSettrigger1 = !timex = 4 ; adjusty = 0 ; adjust; hit front[State X+1, hit]type = HitDeftrigger1 = animelem = 7 ; first kick, fronttrigger1 = animelem = 11 ; second kick, front; ...any other kicks; whatever; hit back[State X+1, hit]type = HitDeftrigger1 = animelem = 9 ; first kick, backtrigger1 = animelem = 13 ; second kick, back; ...any other kicks; whatever[State X+1, end]type = ChangeStatetrigger1 = time = 180 ; usually varies with short / strong / roundhousevalue = X+2[Statedef X+2, end]type = Amovetype = Iphysics = N ; applying aerial physicsanim = 1201; apply gravity -> fall down to earth[State X+2, end]type = Gravitytrigger1 = 1 ; do this continuouslyvalue = X+2[State X+2, end]type = ChangeStatetrigger1 = Pos Y >=0 ; on ground level or lowervalue = X+3[Statedef X+3, landed]type = Smovetype = Iphysics = Sanim = 1202[State X+3, back to normal]type = ChangeStatetrigger1 = animtime = 0value = 0ctrl = 1...untested.
[Statedef 1200]Type = AMoveType = APhysics = NAnim = 1200VelSet = 0Ctrl = 0PowerAdd = 50Juggle = 8[State 1200, Speed]Type = VelSetTrigger1 = AnimElem = 2x = 4y = -4.5[State 1200, Stop vel y]Type = VelSetTrigger1 = AnimElem = 6, = -1y = 0[State 1200, FX Snd]Type = PlaySndTrigger1 = AnimElem = 6Trigger2 = AnimElem = 10Value = 1, 2Channel = 3[State 1200, 1]type = HitDeftrigger1 = AnimElem = 2trigger2 = animelem = 7trigger3 = animelem = 15attr = S, NAdamage = 60animtype = hardguardflag = MAhitflag = MAFpriority = 3, Hitpausetime = 10, 10sparkno = 0sparkxy = -10, -76hitsound = 5, 0guardsound = 6, 0ground.type = Highground.slidetime = 5ground.hittime = 12ground.velocity = -4airguard.velocity = -1.9,-.8air.type = Highair.velocity = -1.4,-3air.hittime = 12[State 1200, End]type = ChangeStateTrigger1 = Time = 33value = 1201;- Tatsumaki Zankuukyaku - Part 2 --[Statedef 1201]Type = AMoveType = IPhysics = NAnim = 1201Ctrl = 0PowerAdd = 0[State 1201, Veladd]type = Gravitytrigger1 = 1[State 1201, End]type = ChangeStateTrigger1 = Pos y >= 0value = 1202;-------- Landing -------[Statedef 1202]Type = SMoveType = IPhysics = NAnim = 1202Ctrl = 0PowerAdd = 0VelSet = 0,0[State 1202, 9]type = ChangeStateTrigger1 = !AnimTimevalue = 0Ctrl = 1this works great, the state no's have been changed to match the animations.
If he lands lower than he should put this in the land state:[State ####, set]type = possettrigger1 = time = 0y = 0
You don't need to put a value on Gravity. Also this is what I'd use to land instead. First, make a custom land state, such as 1235. Make sure that in that state you set ctrl = 0 and have a ChangeState that changes to state 0 as soon as animtime = 0. Also make that state the landing animation. Remove anything regarding the landing part in State 1234, and just put this there:[State 1234, ChangeState]type = ChangeStatetrigger1 = Vel Y > 0 && Pos Y >= 0value = 1235
[State 12345, set initial velocity]type = VelSettrigger1 = !timex = 4 ; adjusty = 0 ; adjustyou removed a linebreak there, so the y velocity doesn't get reset...
ok still getting the problem with the landing, he is landing lower than he should, ive edited the previous code i posted
add a velset for y=0 to the landing state. the position is set to y=0 at the beginning, but until it ends the positive y velocity from the gravity applied earlier is still there.
thanks for all your help guys it works now for anyone else wanting to code the move, ive posted the working code above