Trigger a opportunity to do another move when my helper hits?

Started by what is it, May 03, 2010, 05:30:08 PM

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what is it


Zero-Sennin

Yeah, you can.

Put a ParentVarSet controller into the state of the helper, and tell it to trigger when the move hits.

[State Whatever, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
v = Whatever variable number you want   
value = 1

In your statedef, under [Statedef -2] (which you may have to add--if you do, put it above [Statedef -3], put in this:

[State -2, VarSet]
type = VarSet
trigger1 = NumHelper(Insert helper ID number here) = 0
v = The same variable number as above   
value = 0

In the cmd, add this line to whatever moves you want to be able to link to from the helper:

trigger1(or trigger2, or whatever you need) = var(same variable as above) = 1
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

what is it

Okay, I have
;ReThrow Sword
[State -1, ReThrow Sword]
type = ChangeState
value = 211
triggerall = command = "y"
trigger1 = var(299) = 1
in my .cmd file

I have
[State 290, ParentVarSet]
type = ParentVarSet
trigger1 = MoveHit
v = 299   
value = 1
in my first summoned sword helper (statedef 290) and I have

[State -2, VarSet]
type = VarSet
trigger1 = NumHelper(290) = 0
v = 299   
value = 0

on top of my commons.cns file.

Is this right? Cause it's not letting me fire my second one on contact with the first. No errors though.

Zero-Sennin

I forgot this part when I first posted.

In the cmd, add this line to whatever moves you want to be able to link to from the helper:

trigger1(or trigger2, or whatever you need) = var(same variable as above) = 1
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

what is it


Zero-Sennin

All right. I'll take a look and get right back with you.

OK, first thing:

You have two Statedef -3s, one at the top and one at the bottom. There's a spot in the CNS that says this:

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

and this:

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

Put Statedef -2 below the first one and statedef -3 below the second - much easier that way.

When I figure out your helper problem I'll post again.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

what is it

Thank you for helping me out so much. You're like a hero or something  ;D

Zero-Sennin

Just tryin' to help, no thanks needed.


;summoned sword
[Statedef 290]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 0
ctrl = 0
velset = 12,0
anim = 290
sprpriority = 3

[State 290, 1]
type = PlaySnd
trigger1 = time = 0
value = 1000,0
volume = 200

[State 290, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40,4
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,10
numhits = 1
sparkno= S6000
sparkxy = 0,0
hitsound = S5, 8
guardsound = S5, 5
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -6, -5
airguard.velocity = -1.9
air.velocity = -1.3,-3

[State 290, 3]
type = ChangeState
trigger1 = MoveHit
value = 0

[State 290, 4]
type = DestroySelf
trigger1 = time > 10;


Remove that ChangeState, first of all. Helpers like swords do not EVER change states to your state.

Are the blades in this state supposed to disappear when they hit an opponent, or do they stick around a while, or what?
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

what is it


Zero-Sennin

Hm. In that case, it's easier to make a separate state for it to go to when it hits (yes, I know you didn't want to, but it's less of a headache).

But before I figure out that, let me point out a few other things.

1. The command for State 210 and State 211 are exactly the same in the CMD file. If the swords are thrown whenever you press Y, then you might as well replace the things in State 210 with the ones in State 211 and delete the State 211 in the cmd file.

(I don't play BlazBlue, so correct me on this if you need to.)

2. The blades are summoned practically on top of player 2 regardless of where player 2 is standing, even if that's like halfway across the screen. That effectively makes the VelSet for the blades useless. Use P1 as the position type for the helper calling instead:

[State 211, 4]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "292"
ID = 292
stateno = 292
pos = 70, -140
postype = p1
keyctrl = 0
ownpal = 1

3. I just noticed this, but the variable number [var(299)] you chose to make contact isn't within the "bounds" of a character's available variables.  There are 60 available integer variables (0-59) and 40 float variables (0-39). Helpers and players don't share variables, so you can use var(0) in a parent and a helper without having them cross over.

Still working out the sword thing.

Does this video have the move we're trying to figure out here? Can't tell.
http://www.youtube.com/watch?v=bbSP-yti2go
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Cyanide

Why do a varset?

trigger1 = numhelper(sword) >= 1
trigger1 = helper(sword), movecontact

Just redirect.


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.

Zero-Sennin

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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Sam

just don't forget to change (sword) to your helper's ID


Zero-Sennin

OK, that's not HARD per se, but it is a bit tricky. I found something that explains drives to this idiot (referring to myself), so let me read up, experiment, and then come back to you on it.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

what is it

Quote from: Zero-Sennin on May 03, 2010, 11:16:55 PM
Hm. In that case, it's easier to make a separate state for it to go to when it hits (yes, I know you didn't want to, but it's less of a headache).
I agree.

Quote
But before I figure out that, let me point out a few other things.

1. The command for State 210 and State 211 are exactly the same in the CMD file. If the swords are thrown whenever you press Y, then you might as well replace the things in State 210 with the ones in State 211 and delete the State 211 in the cmd file.

CMD? Do you mean CNS? cause if you mean CNS than the difference is this line is in Throw Sword (Strong Standing Punch)

[State 210, 5]
type = ChangeState
trigger1 = numhelper(290) >= 1
trigger1 = helper(290), movecontact
trigger1 = command = "y"
value = 211
ctrl = 1


to prevent you from throwing more than 2 swords in that attack. If it went back to 210 than you could just loop the swords.



Quote
2. The blades are summoned practically on top of player 2 regardless of where player 2 is standing, even if that's like halfway across the screen. That effectively makes the VelSet for the blades useless. Use P1 as the position type for the helper calling instead:

[State 211, 4]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "292"
ID = 292
stateno = 292
pos = 70, -140
postype = p1
keyctrl = 0
ownpal = 1

Only blade 2 does that, and that seems to be how it acts in BlazBlue so I'll keep it on P2 for now.

Quote
3. I just noticed this, but the variable number [var(299)] you chose to make contact isn't within the "bounds" of a character's available variables.  There are 60 available integer variables (0-59) and 40 float variables (0-39). Helpers and players don't share variables, so you can use var(0) in a parent and a helper without having them cross over.
Yeah, the var thing has been fixed. Thank you for pointing that out though. I think I figured t out with this line now in the Strong standing punch (Now renamed to Throw Sword)


[State 210, 5]
type = ChangeState
trigger1 = numhelper(290) >= 1
trigger1 = helper(290), movecontact
trigger1 = command = "y"
value = 211
ctrl = 1


But the problem with this is that the window is really small. Is there a way I could say "From connection to 10 ticks after connection"?

Zero-Sennin

MoveContact, time <= 10 would probably make the window bigger BUT I don't know for sure.

What Cyanide pointed out here:

Quote from: Cyanide on May 03, 2010, 11:30:39 PM
trigger1 = numhelper(sword) >= 1
trigger1 = helper(sword), movecontact

eliminates the need for variables, and the hit state, but I have to screw around with it first before I say anything else, or I'll talk us both in a circle.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Noctis

Wouldn't it be simpler to do a projectile and just use a ProjHit? Or is the helper doing something that the projectile can't do?

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Zero-Sennin

The idea in-game is that you use Drive+a direction to make the first sword, and then press drive again when it connects to make the second.

The only thing is that the swords change angles based on the command, and it's easier to AngleSet and AngleDraw than rotate.

Least that's the way I understand it from the vid and this:

======
Drives
=====

And here is where Nu becomes ridiculous. Nu's drives are her swords. They spawn a few character lengths away from her one at a time. If you connect with a sword, whether it's blocked or not, you can spawn a second sword by hitting D again. You can't spam the same drive in a combo, but you can link one sword pair into another sword pair. You can't use the same sword pair in a combo twice, aside from j.DD + dj.DD.

I will list each drive as a pair, because there's essentially no reason to not spawn the second sword if the first hits.

5DD - Nu spawns a sword directly in front of her at ground level. Basic ground pressure and leads into her ranged BnB. Will not hit if the opponent is at the exact opposite side of the screen.

6DD - Nu spawns a sword at a slight angle in the air. Solid anti-air, and the starting point for her basic sword air combo. Use this after a CH 6C for fun times.

2DD - Nu spawns a sword nearly straight up above her. Anti-air if they're closer, but usually used as part of her air combo.

4DD - Nu spawns a sword behind and above the opponent. Must block high. This is useful in her mixup game and as one of her BnB ranged combos.

j.DD - Nu spawns a sword at a slight angle upwards, similar to 6DD on the ground. Decent anti-air if you're being chased, but generally used more as part of her air combo.

j.2DD - Nu spawns a sword at a slight angle downwards. This is useful for keeping a grounded opponent on the ground while you're jumping back to get some distance.
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Quote[22:18] <Ebil_Homer> because you messed up?
[22:18] <Ebil_Homer> well that's a fucking shame
[22:18] <Ebil_Homer> pick up your sucks

I don't provide old versions of my characters once they're updated. Please don't ask me for them.

Noctis

If you're talking about those swords that she spawns to make ridiculous combos, then those can all be done as projectiles & helpers. Make the projectile with a blank animation that has the red clsns, and make the helper the animation of the sword. This way, you can make the sword do what you need it to do, but also use the ProjHit = 1 to trigger another sword projectile+helper.

I apologize if I made things more confusing.

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