The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: ESFAndy011 on January 26, 2021, 03:09:32 AM

Title: Trying to mimic cornerpush against a fake corner
Post by: ESFAndy011 on January 26, 2021, 03:09:32 AM
I know it's puzzling, so I'll leave this so you can see what I mean or why I'd possibly want to do this (go ahead and skip to 0:23):

https://streamable.com/dxe18d (https://streamable.com/dxe18d)

The point is, those columns will be breakable with certain supers. Some day. And yes, it's for a full game, so the sky is the limit.

Right now I got this in Statedef -2, but I know that's not it:

Code:
[State 0, VelAdd]
type = VelAdd
triggerall = statetype != A && movehit = 1 && stateno < 1799
trigger1 = helper(15000),p2bodydist x < 10 && helper(15000), backedgedist > 0
trigger2 = helper(15001),p2bodydist x < 10 && helper(15001), backedgedist > 0
x = -abs(target,gethitvar(xvel))

15000 and 15001 are the column helpers, and stateno 1799 onward is a failsafe for some of the weirder statedefs I gave characters for supers (yes, this excludes supers)

So yeah, is there any real way to call upon the ground.cornerpush.veloff value via gethitvar or anything of the sort? I'd hate to have to grab the values in every move and every character in float variables and then putting it in, but if I know that's what it'll take, so be it I guess.

Thanks in advance!
Title: Re: Trying to mimic cornerpush against a fake corner
Post by: Cyanide on January 26, 2021, 06:17:12 AM
Double redirects would make this easier... although if we position the helper based on a variable in the root and ignore simul its not awful awful. You could place the helper anywhere and use the variable as their position. The players can then use a bit of math based on pos x = enemynear(0),var(1) to detect a pillars position. More to it thatn that but having a common variable and helper id will make things a little simpler.
Title: Re: Trying to mimic cornerpush against a fake corner
Post by: Odb718 on January 26, 2021, 08:01:03 AM
I think this would be the other half of it.
https://mugenguild.com/forum/topics/target-friction-cancel-and-cornerpush--189411.0.html

You could just use that, and trigger it when the helper's distance is in the correct spot. Right?
Title: Re: Trying to mimic cornerpush against a fake corner
Post by: ESFAndy011 on January 26, 2021, 06:33:25 PM
Double redirects would make this easier... although if we position the helper based on a variable in the root and ignore simul its not awful awful. You could place the helper anywhere and use the variable as their position. The players can then use a bit of math based on pos x = enemynear(0),var(1) to detect a pillars position. More to it thatn that but having a common variable and helper id will make things a little simpler.

Thanks for the tip, I'll try to be a bit more practical with variables. But simul is not gonna be a thing in our game, maybe tag. Especially if we finally get to port over to Ikemen GO. So no worries there.

I think this would be the other half of it.
https://mugenguild.com/forum/topics/target-friction-cancel-and-cornerpush--189411.0.html

You could just use that, and trigger it when the helper's distance is in the correct spot. Right?

That still involves cancelling out the default cornerpush values and setting them to 0. Okay, so there is no direct way to call upon the value from the hitdef. A shame, but I can get on it. Most important thing is now I know.

Thank you both!
Title: Re: Trying to mimic cornerpush against a fake corner
Post by: Odb718 on January 27, 2021, 03:53:08 AM
Why can't you use this for the regular corner push and the pillar corner push?