Trying to implement a certan combo...

Started by unbeknowNst, January 16, 2010, 06:14:00 PM

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unbeknowNst

So I'm trying to implement a combo for Ash.

It's going to be like this...

c.HP --> *p2 floats in the air --> flash kick

^ However I'm stuck in the last part of that formula

P2 floats fine in the air and stuff but the flash kick does not connect, and it even goes right passed p2



Spoiler (click to show)
; Crouching Heavy Punch
[Statedef 420]
type    = C
movetype = A
physics = C
juggle = 8
ctrl = 0
anim = 420
poweradd = 17*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 420, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 2
channel = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random <= 500
value = 0, 1+(random%2)
channel = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 7
movetype = I

[State 420, 1]
type = Hitdef
triggerall = !MoveContact && !MoveReversed
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
attr = C, NA
hitflag = MAF
guardflag = M
animtype = Heavy
air.animtype = back
fall.animtype = back
priority = 5,Hit
damage = 100
pausetime = 3,4
sparkno = S8200+(random%8)
guard.sparkno = S8100
sparkxy = -15, -40
hitsound = S2, 2
guardsound = S1, 0
ground.type = Low
air.type = High
ground.slidetime = 17
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 17
ground.velocity = -1.2, -14.5
guard.velocity = -10.2
air.velocity = -1.2,-14
airguard.velocity = -3,-3
ground.cornerpush.veloff = -14
air.cornerpush.veloff = 0
givepower = 35, 35
persistent = 0
fall = 1
fall.velocity = 0,-100
air.fall = 1
fall.recover = 0
air.recover = 0
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
envshake.time = 5
envshake.ampl = 3
fall.envshake.time = 10
fall.envshake.ampl = 3
yaccel = .5
nochainID = var(40)

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
Spoiler (click to show)
; Heavy Arching Emerald Ankle
[Statedef 1120]
type    = S
movetype = A
physics = S
juggle = 8
ctrl = 0
poweradd = 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
velset = 0,0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 1100, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 0
value = 1100

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 170, 1]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0 && var(5) = 2
value = SCA
ignorehitpause = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3
channel = 0

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = 100, 10
channel = 20

[State 52, Effect]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1000,1
channel = 3

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 3
StateType = A
physics = N

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 3
x = 2.4
y = -10.9-(var(5)*1.5)

[State 1100, Gravity]
type = Veladd
trigger1 = AnimElemTime(3) > 0
y = .55

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 3
id = 8020
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 8020
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
;pausemovetime = 99999999999999
supermovetime = 99999999999999

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 3
Anim = 7105
pos = 80, -120
postype = p1
ownpal = 1
bindtime = 6
removeongethit = 1
ignorehitpause = 1
supermovetyime = ceil(fvar(36))
scale = .5,.5
sprpriority = 3

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse((70*fvar(10))<7,7,(70*fvar(10)))),ceil(ifelse((70*fvar(10)/8)<7,7,(70*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(16*(2-(var(16)>0))/2),ceil(16*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -29
hitsound = S2,16
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-11
guard.velocity = -8
air.velocity = -2.5,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 120
fall.envshake.time = 10
fall.envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 65
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
forcestand = 1
nochainID = var(40)

[State 1100, HitDef]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=ceil(ifelse((41*fvar(10))<7,7,(41*fvar(10)))),ceil(ifelse((41*fvar(10)/8)<7,7,(41*fvar(10)/8)))
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = ceil(16*(2-(var(16)>0))/2),ceil(17*(2-(var(16)>0))/2)
sparkno = S8210+(random%8)
guard.sparkno = S8105
sparkxy = -10, -49
hitsound = S2,16
guardsound = S1,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2.5,-12.5
guard.velocity = -8
air.velocity = -2.5,-11
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 3
envshake.freq = 120
fall.envshake.time = 10
fall.envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 0
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 65
palfx.add = 0,130,0
palfx.mul = 165,165,165
palfx.sinadd = 95,95,95,17
palfx.color = 0
palfx.invertall = 1
forcestand = 1
nochainID = var(40)

[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(38) = -10

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 4
ignorehitpause = 1
var(39) = -29

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 5
ignorehitpause = 1
var(39) = -49

[State 3001, VarSet]
type = VarSet
trigger1 = animelem = 7
ignorehitpause = 1
var(39) = -83

[State 1100, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) > 0
value = 1105

;---------------------------------------------------------------------------

This is a CvS2 character so... Warusaki3 might have a var in Statedef -2 somewhere that's preventing it... but I have no idea. And looking at Statedef -2 I can't even find what could possibly be it

Byakko

This is the hitdef for the crouch punch, what about the one for the somersault ? Check if it can hit a falling opponent (look for its hitflag).
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

K.O.D

#2
..specials aren't even supposed to juggle after a basic hits an aerial opponent.

wait, the c.hp launches the opponent in the air? that's not ash nor cvs.

unbeknowNst

Quote from: K.O.D on January 16, 2010, 06:18:47 PM
..specials aren't even supposed to juggle after a basic hits an aerial opponent.

Whoever told you that is wrong.

Quote from: Byakko on January 16, 2010, 06:17:10 PM
This is the hitdef for the crouch punch, what about the one for the somersault ? Check if it can hit a falling opponent (look for its hitflag).

The hitflag is MAF so it should work...

Byakko

Well I don't know, check the juggle points ? You're not giving us anything to work with here :blank:
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

K.O.D

Quote from: RaiN on January 16, 2010, 06:22:38 PM
Quote from: K.O.D on January 16, 2010, 06:18:47 PM
..specials aren't even supposed to juggle after a basic hits an aerial opponent.

Whoever told you that is wrong.

That's a bloody rule in nearly every fighting game out there which i've tried, including CvS?

please do your research before making a character.

Byakko

As far as I understand, it didn't hit an aerial opponent ; he modified the cHP to act like a mini launcher. Juggle points shouldn't be a problem, but I mentionned it for the hell of it and because there's nothing else to work with giving how little RaiN gave us.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

unbeknowNst

SF3 Remy can do that combo no problem!

Quote from: Byakko on January 16, 2010, 06:32:39 PM
Well I don't know, check the juggle points ? You're not giving us anything to work with here :blank:

Juggle = 8

Well, I really think the only way to find this out is to look in his Statedef -2.... but I'm not sure what var or something in his Statedef -2 is preventing that. can I post the entire statedef -2 for you? its a bit huge though...

Byakko

#8
What the fuck are you waiting for to copy-paste your whole code for BOTH MOVES, a written invitation with a fucking fanfare and giant balloons ?
Copy-paste the two moves on, say, KFM. If it works on him, it means it's something in statedef -2 or -3 (I don't really believe in that) if it doesn't work, look harder in both the cHP and the somersault states. Narrow the problem down.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.


Byakko

Dude, if you don't want any help, then don't post in this section.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

unbeknowNst

I do want help but I didn't know you guys would get so mad easily.

Byakko

What would you expect to happen when you don't say anything to let us help you and you don't do anything of what we tell you to try ? I call that not wanting help.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

unbeknowNst

Those things you said about hitflags and juggle, I checked that already last night. Maybe I should've told you that I checked that. I forgot to say it, and I will say it now.

Yeah I've looked at both moves and I don't know why the hell it isn't working.
Both entire codes for the moves are in the first post.

Bastard Mami

make the juggles 0 for the flaash kick and tell what happens.