Launching an opponent in the air when they are lying on the ground?

Started by Nny, September 02, 2014, 07:13:06 AM

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Nny


Odb718

Shouldnt you just adjust the hitdef so L is included in the hitflag? Then make the ground velocity's Y pop them up.
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Nny


Odb718

hold shift and press the l key on your keyboard while in the hitflag part of the hitdef....
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Nny

well yeah, I've done that but it doesn't make him launch into the air while he's lying down.

DivineWolf

Add this parameter to the hitdef:

down.velocity= x,y

It functions the same way as the other hit vel parameters for downed opponents. Depending on how high you want them to be launched, adjust the y value of the above parameter accordingly.

Nny

There must be something I'm doing wrong, they still aren't launching into the air and i cant hit them while lying down or being in their bounce state.

Odb718

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DivineWolf

Put "D" in the hitflag. Not "L". "D" = Down(ed). So for example:

hitflag = MAFD

Nny

[State 610, 3]
type = HitDef
trigger1 = !time
attr = A, NA
damage = 30
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = 1
sparkxy = -26, -22
hitsound = S210, 1
guardsound = 6, 0
ground.type = high
ground.slidetime = 0
ground.hittime  = 30
ground.velocity = -1,22
airguard.velocity = -1,-.8
air.type = High
air.velocity = -10,22
air.hittime = 12
fall = 1
fall.yvelocity = -9
envshake.time = 15
envshake.freq = 90
envshake.ampl = -6
envshake.phase = 100


This is the original hitdef, but when i want the opponent to fall and bounce into the air or while lying down I want to be able to hit them.
When i add hitflag = MAFD, i'm still not able to hit them while in the bounce or lying down.

Odb718

Are you reading what we're saying? Because I dont really see a point in continuing a one sided conversation.

Where is the D or L in the hitflag?
Where is the down.velocity= x,y?

attr = A, NA  --- you're in the air but want to hit someone laying down?

I'd usually say read this >> http://elecbyte.com/wiki/index.php/HitDef
But I dont think you will.
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Nny

I just told you that is the original hitdef. Adding hitflag = MAFD didn't work, nor L.
What i'm trying to do is making the other bounce into the air with the hitbox active on the bounce so i can continue a combo.
Maybe that will makes sense, sorry for the confusion.

     Posted: September 04, 2014, 04:14:53 AM
Bump?

XGargoyle

There goes my 3500th post....

trigger1 = !time
With this, you're activating the hit on the first tick of the animation, this may or may not be aligned with the actual sprite with the clsn1 box, so please ensure you're referencing the right frame.

ground.velocity = -1,22
With this, you are actually pushing P2 towards the ground, not up in the air.





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Nny

I know this.
The move sends them to the ground, then causes them to bounce into the air. I just want to know how I can make the bounce hitbox active so when they do hit the ground and bounce into the air, i can still hit them. Right now when they bounce up and i try to hit them, it's like their hitbox is invisible. Am I just naturally not able to hit someone when getting a hard knockdown? It might not even be the hitdef, I honestly have no idea. I'm definitely no expert at this obviously.

Odb718

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Nny

Oh no! I am so sorry dad.  I'd rather just have a straight answer and not be told to read through an entire page of info that i wish i could understand as easily as you do. I mean, thank you for the help and all of course! But please, i'd rather get someone who knows better to help a dude out than someone who is just going to send me a link and act an like an ass about it.

Odb718

Well what's crazy is if you just read the bold parts you can kinda guess what comes next.

down.bounce = bvalue (boolean)
    Set to 1 if you want P2 to bounce off the ground one time (using the fall.xvelocity and fall.yvelocity values) after hitting the ground from the hit. This parameter is ignored if the y_velocity is zero for the "down.velocity" parameter. Defaults to 0 if omitted (P2 hits the ground and stays there).

and if you remember what
Quote from: DW on September 02, 2014, 11:29:25 PM
Add this parameter to the hitdef:

down.velocity= x,y

It functions the same way as the other hit vel parameters for downed opponents. Depending on how high you want them to be launched, adjust the y value of the above parameter accordingly.
said you'd have more context to look off of.

Also, if you read the entirety of that list, you'll find a lot more cool stuff the hitdef can do. I realize I came off like a jerk, but so did you.
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JustNoPoint

Quote from: Nny on September 05, 2014, 06:34:29 AM
Oh no! I am so sorry dad.  I'd rather just have a straight answer and not be told to read through an entire page of info that i wish i could understand as easily as you do. I mean, thank you for the help and all of course! But please, i'd rather get someone who knows better to help a dude out than someone who is just going to send me a link and act an like an ass about it.

This community assumes everyone is willing to read the docs to try and learn. If you missed something in the docs or do not understand what something means you may ask for clarifications but YES, we expect all users that are creating to be reading the docs as well.

Nny

Guys I j-
I know how to make them bounce off the ground. I just want the hitbox to be active while they are in the bouncing state. Only thing I can do when they are bouncing is crouch kick them.

????????????????????

Odb718

Send them to a custom hit state. It sounds like the hitflag. If one move works, you can make ALL the moves work. You'll either have to adjust the state player 2 goes into, or the states P1 is attacking from.
Id say a little of both would be best.
To make a custom hit state, use debug. CTRL+D and watch what state(s) P2 enters. It can be tough to see the hit states. 5000 switches to say 5001 in 1 tic. Sometimes you cant tell at all.

But say he goes into something like 5120. I doubt that's the actual number...
Go find 5120 in your common or characters's CNS files
Copy it
Paste it into notepad or wordpad or what ever you use.
Edit ALL of the 5120's to be 6120, Edit ALL of the 5000s to 5999s to 6000s to 6999s.

Once that's done, if it's supposed to switch to any other 6000 state you'll have to do the same thing. Copy into notepad and edit the 5000 numbers.

Once that's done, you'll have to find the very last changestate, and make it into SELFstate.

Play test.

Once everything works exactly how it does now, THEN and only then do you start to edit the values. You dont  need it broken from the beginning to try and figure out what to fix.
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