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upercut help! (Read 2157 times)

Started by DarkVyse, January 30, 2008, 12:11:33 AM
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Re: upercut help!
#21  February 01, 2008, 11:46:26 PM
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change the value of the Y velocity to something higher.

to have p2 follow him, do you mean always, or just when the move hits ? if it's the later, just use a negative y velocity in the hitdef.
Re: upercut help!
#22  February 02, 2008, 02:08:34 PM
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after he hits
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Re: upercut help!
#23  February 02, 2008, 04:57:24 PM
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use a negative velocity in the hitdef, while i suggest you to read the whole documentation in the htidef controller, to save you some time in the meanwhile is the ground.velocity and ari.velocity parts.
Re: upercut help!
#24  February 02, 2008, 07:06:10 PM
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Ok i will do that later going out now. Thanks for your help R[E]ika and the other mugen helpers if it still want work i will but on hold and do other super and hyper moves and come back to this later on.
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Re: upercut help!
#25  February 03, 2008, 12:14:51 AM
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Sorry about this but i got a new problem i got sonic to go into the air as i wanted him to but now he dosent hit



as you can see theres no Clsn attack box but in the animation part there is as you can see



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Re: upercut help!
#26  February 03, 2008, 01:45:36 AM
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From what it looks like, youve added the yellow CLSN box to the last frame of the animation which means it will effect all the frames after it, but not before. So just add it to the first frame.
Are you even looking at the right animation? Because the one in FF looks like it's the one used during the attack, while the one in game seems like a after-attack-landing one.
Last Edit: February 03, 2008, 01:51:53 AM by ssjsongoku
Re: upercut help!
#27  February 03, 2008, 01:58:57 AM
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ya i found out it seems like hes only doing down from upercut and land upercut. But hes not doing begin upercut and hit upercut the second pic is a old pic sorry about that i have deleted all the red and blue colltion boxes in the attack and re do them but still hes only doing from down from upercut.

here is the new pic and the code.



; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -50

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 100
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Last Edit: February 03, 2008, 02:04:59 AM by DarkVyse
Re: upercut help!
#28  February 03, 2008, 02:37:24 AM
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ok av been mesing around with the codes and it seems like when i change y=-10 code in velSet

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y =  -10

to [y = 0]

he does all the states of upercut but loops like made. but now hes doing begin upercut right thourgh to land upercut.

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Re: upercut help!
#29  February 03, 2008, 04:08:10 PM
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ya i found out it seems like hes only doing down from upercut and land upercut. But hes not doing begin upercut and hit upercut the second pic is a old pic sorry about that i have deleted all the red and blue colltion boxes in the attack and re do them but still hes only doing from down from upercut.

here is the new pic and the code.
;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

....



[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100


do not do the last change, but rather use the code from the post i quote with the bolded changes.
Re: upercut help!
#30  February 03, 2008, 09:24:40 PM
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the same thing is happening agane hes only starting at down upercut and skipping the first 2 states but when i but a defhit state in the down upercut he is now hitting
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Re: upercut help!
#31  February 03, 2008, 09:58:29 PM
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post your code.
Re: upercut help!
#32  February 03, 2008, 10:33:02 PM
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; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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Re: upercut help!
#33  February 04, 2008, 02:28:50 AM
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the code is ok, i can't see anything wrong with it, except for this one thing.

Quote
[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

most likely you want o have at least two animelems and trigger this on teh second one, even if you recycle the sprites.

also:
Quote
;upercut
[StateDef 452]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

at a higher coding level, you don't want to use the bolded thing at all, in the current code while not particularly harmful for 451 and 454 it is screwing up states 452 and 453.
Re: upercut help!
#34  February 04, 2008, 02:59:56 AM
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it working now and hitting to thanks for your help and time R[E]ika here is the working code just unless i some think else happens

; begin upercut
[StateDef 451]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = A
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, 2
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -5

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PosSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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