Not really a major issue, but a problem with objects binding to characters.

Started by Sheng Long, January 13, 2013, 06:00:02 AM

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Sheng Long

I noticed that if there are objects/helpers that are always binded to characters in mugen (Examples being Vega, the mask/claw dude), if the attack opponent has a width extender, the objects binded to the player are moved off for a split second due to the width change of the opponent.
In other words, if you are playing as CvS2 Vega, you can see his face where is mask should be when he gets pushed back. When he gets pushed back, the claw/mask do not get pushed back with him.

Is there any way to fix this, or is this a common issue with Mugen's engine? Would an alternative to be to use a CLSN2 on the mask/claw animations, and to use playerpush controls on them? Or would these be affected if done so?

"You must defeat my flaming
dragon punch to stand a chance."

A$AP Buckus

That's what I did with Captain America' shield. The Clsn and playerpush helps a lot, but doesn't completely fix the problem. Usually only goes 1 or 2 pixels off when being pushed. Still, a lot better than without.

Sheng Long

Which Cap.America are we talking about? The only ones I'm aware of are MystikBlaze's, Acey's, and possibly Kong's MvC one, according to the MFG database.

In any case, I think there should be a better way to fix this issue other than clsn2, because it looks really odd when it happens when it is not supposed to.

"You must defeat my flaming
dragon punch to stand a chance."

Vans

It cannot be fixed. This has to do with the order of code processing.

The only way to have perfect overlays it to use explods.

A quote from the docs:

QuoteNotes:
The position of an explod that is created relative to a player (eg. using "postype = p1") is determined only after all player updates have completed (contrast this to helpers, which are created relative to the player's immediate position when the controller was executed). This behavior is necessary to make explods bind properly to the player's screen position.

For example, assume the player has an x velocity of 5 and a position of (160,0). If an explod is created with an offset of 0,0 relative to p1, then the explod's actual screen position will be 165,0.

A$AP Buckus

Quote from: N-Mario on January 13, 2013, 06:58:42 AM
Which Cap.America are we talking about? The only ones I'm aware of are MystikBlaze's, Acey's, and possibly Kong's MvC one, according to the MFG database.

In any case, I think there should be a better way to fix this issue other than clsn2, because it looks really odd when it happens when it is not supposed to.
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