air dash

Started by prnzokoshiro, March 07, 2010, 05:41:53 PM

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prnzokoshiro

(re-posted from wrong area [whoops!]):

I'm pretty new, and I can't seem to get most of the air dashes to keep from going into walk mode in the middle of the air right after... anyone know the code to have an air dash that goes across, then drops and lands?  Sorry for the noob question...

and I just tried to program a move to do in the air, and it worked, but then he's a-walkin in the middle of the air afterwards.  So I guess I'm asking, what's the code to make you drop to the ground after doing a command in the air?

edit:  oh, I scrolled down and saw somebody else having a similar issue... but that's a lot of code, and I'm not sure what to put where.... *sigh* please help... here's what I have:



[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

GT

Right under the [statedef 1000]
change the type to A instead of S.

prnzokoshiro

holy shit! I can't believe I didn't notice that from what little I know, thanks!...

and what about this for air dash (how do I land, I mean):


;AIR_DASH
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const (velocity.run.fwd.x)
y = const (velocity.run.fwd.y)

[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0


prnzokoshiro

oh, and I changed the S to A on that code for the air move... same thing, I'm still stuck in the air after I do it  :(

GT

OH SHT! How could I miss this. Dude, you have the changestate set to 0, which is a standing state. xD
You may need to use a changestatetype ctrl.

prnzokoshiro

do a changestatetype ctrl?  umm I'm sorry, what would that mean I add?  gomen na sai, I don't have the hang of this stuff yet...

Xinos

Quote from: prnzokoshiro on March 07, 2010, 07:26:05 PM
do a changestatetype ctrl?  umm I'm sorry, what would that mean I add?  gomen na sai, I don't have the hang of this stuff yet...

statetypeset changes physics, movetype and statetype whenever you want it to.

prnzokoshiro

Quotestatetypeset changes physics, movetype and statetype whenever you want it to.

ok, so for example?

I mean, what physics (I only seen A or N).... ok ok nvm that, hold up

...can you please tell me how to fix that code so I can drop out of the air on either one I cut/pasted?  If you can do that, that's the quickest way for me to learn, seeing what works and what doesn't/trial & error.

Xinos

Quote from: prnzokoshiro on March 07, 2010, 07:57:48 PM
Quotestatetypeset changes physics, movetype and statetype whenever you want it to.

ok, so for example?

I mean, what physics (I only seen A or N).... ok ok nvm that, hold up

...can you please tell me how to fix that code so I can drop out of the air on either one I cut/pasted?  If you can do that, that's the quickest way for me to learn, seeing what works and what doesn't/trial & error.

Let's say you had a move that started with statetype = S and physics = S. We can use a statetypeset to change it to this.

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

The letters that are commented out are the possible ones you can use.

prnzokoshiro

#9
QuoteQuote

        statetypeset changes physics, movetype and statetype whenever you want it to.



    ok, so for example?

    I mean, what physics (I only seen A or N).... ok ok nvm that, hold up

    ...can you please tell me how to fix that code so I can drop out of the air on either one I cut/pasted?  If you can do that, that's the quickest way for me to learn, seeing what works and what doesn't/trial & error.



Let's say you had a move that started with statetype = S and physics = S. We can use a statetypeset to change it to this.

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

The letters that are commented out are the possible ones you can use.

ok, that's fine, but why would I change it?  Do you want me to try out each possible combination until it works?  I need some direction here... or is that example with everything being "A" what I should use?  Hmm lemme try...

ok, wait, before I even do that, I see that it's already A's, the type and physics... what is wrong with this here:


[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 20
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const (velocity.run.fwd.x)
y = const (velocity.run.fwd.y)

[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0


cuz the statetype and physics are already A's, apparently...

Xinos

Quickly made a code. It's very basic, you'll need to touch it up to your likings however.

[Statedef 100]
type    = A
movetype = I
physics = A
ctrl = 0
anim = 30
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = [0,60]
x = 12

You'll see there's no changestate. When physics are A, there's no ned for a changestate, as it will automatically change when you hit the ground. Movetype is I, which means Idle.

Cyanide

Doesn't help if he wants the airdash to be straight THEN drop...

Also, anim would repeat until he hit the ground.

type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0

50 is jumping, so it'll just play the falling half of the animation.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

prnzokoshiro

Thanks, I'll try it out!  :)

prnzokoshiro

#13
ok, nothing is seeming to work.  I just end up walking on air no matter what combination I put in...

...I got an air dash working much earlier on another char, but nobody else responds to anything I put in for it... is there any hope?

Cyanide



In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

prnzokoshiro

[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 20
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const (velocity.run.fwd.x)
y = const (velocity.run.fwd.y)

[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0

prnzokoshiro

...and this one for doing a special move in the air and gets stuck/walks on air just like the air dash:

;SONICBOOM_X
[Statedef 1000]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SONICBOOM_Y
[Statedef 1010]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1010, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 53, -60
velocity = 2.90
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SONICBOOM_Z
[Statedef 1020]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000

[State 1000, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1020, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1020, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 50, -60
velocity = 3.9
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Cyanide

#17
Quote[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
WRONG!

It's an AIR move, why are you sending him to standing, you've been told this 3 times now, please read thread.

Edit: 36 point is a little too big.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

prnzokoshiro

I don't understand... what about this is a standing move, I changed all S' to A's now...

please point out what is wrong:
;SONICBOOM_X
[Statedef 1000]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[Statedef 1000]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0
;---------------------------------------------------------------------------
;SONICBOOM_Y
[Statedef 1010]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1010, 3]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 53, -60
velocity = 2.90
; HitDef part of projectile info
attr = A, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[Statedef 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0
;---------------------------------------------------------------------------
;SONICBOOM_Z
[Statedef 1020]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
anim = 1000

[State 1000, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1020, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1020, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 50, -60
velocity = 3.9
; HitDef part of projectile info
attr = A, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[Statedef 1020]
type = Changestate
trigger1 = animtime = 0
value = 50
ctrl = 0



Xinos

Change statetype and physics back to S?

Why are you sending the character to state 50? Change it to 0 after you've done the statetype and physics.