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Issue with basic attacks

Started by VeshWolfe, December 09, 2010, 02:11:50 AM

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VeshWolfe

Okay so Ive been at this character for a few days now and I have run into a little problem. I am not one to ask for help, so please bear with me. Essentially, only my character's Weak Standing Attack is used. Ive spent a few hours changing piece by piece in both the constants and control files but there is no effect. There should be a light, medium and strong attack for standing, crouching, and in air.

If anyone could take a look at him and either correct my error so I can compare the two (my error version and the fixed one) or perhaps in some detail tell me what I did wrong and how to fix it Id greatly appreciate it.

Character: http://www.mediafire.com/?9d990ti0a3w298b

btw,

I get how this:
"My attack isn't coming out
The .CMD file is read from top to bottom. If you have the changestate for a more complex command occuring after a simple command the simple command will be read in. As such, the complex command will never be read. Order should be complex then simple."

would apply to combos but not to a series of "basic" attacks.



Thanks.


Credit To: Cyanide's Narutorial Tut for the blank files.

N.O.Vice

#1
The Original

;---------------------------------------------------------------------------
; Stand Medium Attack
; CNS difficulty: easy
[Statedef 210]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                      ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

The Fix

;---------------------------------------------------------------------------
; Stand Medium Attack
; CNS difficulty: easy
[Statedef 210]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 210                      ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)


Alright, you need to look at your statedefs, you were defining the anim = 200. You must label them with the corresponding animation numbers. Like your medium attack's anim number is 210, your hard is 220. I hope this helps you some.

Go to your animation (.air) and look at the Begin Action (no) alloted to your attacks.

VeshWolfe

AH, the one thing I didnt look at in all that code. Thank You so much.

N.O.Vice

Welcome, good luck on your Mugen creation. :)

VeshWolfe

Sigh, one more issue. My character "lands" in the air after doing the jump version of attacks, and the only way to get it to do crouch attacks is to time it extremely fast between crouching and the attack button. I though that it perhaps might have something to do with need some hold down control codes added in, but when compared to other characters like StormEX Ogichi, they have it basicly as I do, so Im left scratching my head.

Anyway here is a screen shot of what happens jump wise:


And once again here is the improved character file: http://www.mediafire.com/?72549kxv614iwkn

It now includes some better timed attack animations, and character select and profile images. If someone can post my error and the fix as before, Id greatly appreciate it.

GT

[State 280, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

That's your problem. Remove that from the jump basics.

Cyanide

For the crouching, it's ordering.

Stand attacks need to be above crouch ones and have statetype != A as well as command != "holddown"

Crouch are last and have statetype != A and command = "holddown" as a requirement. Using statetype = S as a requirement for a standing command means triggering so as to combo out of crouch attacks is more long winded


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.