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[SOLVED] Jumping immediately after connecting with a 'launcher' uppercut? (Read 819 times)

Started by Krizalid99v2, July 04, 2011, 06:51:30 am
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[SOLVED] Jumping immediately after connecting with a 'launcher' uppercut?
#1  July 04, 2011, 06:51:30 am
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My character has a crouching uppercut move where if it hits, the opponent is 'launched' upwards.

I want to make it so that after the hit connects, the character can jump immediately to perform her air combo, meaning you don't have to wait for the uppercut animation to finish (i.e. like in the Capcom Marvel versus games).

My character's Crouching Uppercut state number is 440 and it has 9 animations. The hit comes on animation 5.

I'm new to coding, and I came up with the following code to insert into the character's 'Jump Start' section in the common.cns file, but predictably, no luck.

Code:
[State 40, 7]
type = ChangeState
trigger1 = stateno = 440
trigger1 = AnimElem = 5
value = 40
ctrl = 1

Can anyone help guide or show the correct method and code to do this?

Thanks in advance.
Fighting games with emphasis on non-regular characters:
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Last Edit: July 04, 2011, 07:33:26 pm by Krizalid99v2
Re: Jumping immediately after connecting with a 'launcher' uppercut?
#2  July 04, 2011, 07:20:22 am
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You could use a ChangeState like this:
Code:
[State ****, ChangeState]
type = ChangeState
trigger1 = movehit && (command = "holdup" || command="up") ;You might have to create one or both of these commands in the cmd file
; You could even optionally check to see if p2 is a certain altitude before you are able to jump, but that's up to you.
value = 40
This would go in your attacking state, not your common1.cns. It's best to try to avoid modifying common1.cns, unless you are using a custom one for your character, because it will effect all other characters using using that file as well.

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Re: Jumping immediately after connecting with a 'launcher' uppercut?
#3  July 04, 2011, 07:00:31 pm
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You could use a ChangeState like this:
Code:
[State ****, ChangeState]
type = ChangeState
trigger1 = movehit && (command = "holdup" || command="up") ;You might have to create one or both of these commands in the cmd file
; You could even optionally check to see if p2 is a certain altitude before you are able to jump, but that's up to you.
value = 40
This would go in your attacking state, not your common1.cns. It's best to try to avoid modifying common1.cns, unless you are using a custom one for your character, because it will effect all other characters using using that file as well.

I have tried a number of things with your code, such as placing it in the attack state 440 (.cns), in the attack's command (.cmd), and also a combination of both. Unfortunately it gives the error message as shown below:

Error message: Undefined command label: "up".
If not misspelling in CNS, check CMD
Error parsing trigger1, 1
Error parsing [State -1, Crouching Uppercut]
Error in [Statedef -1]
Error in onoderaren.cmd
Error loading chars/kfm/kfm.def
Error loading p1
Library error message: Died parsing command = "holdup" || command="up")


I'm creating on Mugen 1.0, if that helps.

What should I do next? Thanks in advance.
Fighting games with emphasis on non-regular characters:
http://www.youtube.com/krizalid99v2

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Re: Jumping immediately after connecting with a 'launcher' uppercut?
#4  July 04, 2011, 07:08:00 pm
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Re: Jumping immediately after connecting with a 'launcher' uppercut?
#5  July 04, 2011, 07:31:14 pm
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  • You must defeat Sheng Long to stand a chance
Fighting games with emphasis on non-regular characters:
http://www.youtube.com/krizalid99v2