Why is my character whiffing in the air after landing a launcher attack?

Started by totaln00b, July 28, 2016, 07:50:47 PM

Previous topic - Next topic

totaln00b

Ok...

So I'm working on Kyo by JMorphman... I managed to change the commands of his specials to MVC style.  I also added a super jump and a launcher.

Buuuut, I can't hit the opponent in the air.  My attacks go right through him.

I read something about how the opponent may be in a "knockdown" state and that's why I can't hit him in the air.  How do I change this?  Do I have to change something in my launcher's (state 420) hit definition or do I have to code Kyo to be able to hit fallen opponents?

Memo

Post the code for the attack that launches the char, what is it state 420?

totaln00b

Thanks for your help Memo. I really do appreciate it btw

Here's the launcher attack code:

;===========<CROUCHING HEAVY PUNCH>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3) + 9 * (var(40) = 1)
channel = 0

[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 420, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -0.52), -16
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -16
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 67), var(36) := -88
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
forceStand = 1

[State 420, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 420
elem = 4
ignoreHitPause = 1

[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 420, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

totaln00b

Anyone know what to do about this? I've scoured the internet but can't find shit about this. lol

I'm ready to start chaining together air combos but I can't even hit the MFer..

Memo

Quote from: totaln00b on July 29, 2016, 12:59:41 AM
Anyone know what to do about this? I've scoured the internet but can't find shit about this. lol

I'm ready to start chaining together air combos but I can't even hit the MFer..

The whiffing could be the juggle points from the launcher attack itself. Delete the very first trigger on the hitdef and let me know if you can move hit now


totaln00b

Quote from: Memo on July 29, 2016, 01:15:49 AM
Quote from: totaln00b on July 29, 2016, 12:59:41 AM
Anyone know what to do about this? I've scoured the internet but can't find shit about this. lol

I'm ready to start chaining together air combos but I can't even hit the MFer..

The whiffing could be the juggle points from the launcher attack itself. Delete the very first trigger on the hitdef and let me know if you can move hit now

I deleted this trigger from the hitdef:

trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3

but then when I tried to load Kyo, I got an error message saying that I needed at least one trigger so I put it back.


Quote from: Just No Point on July 29, 2016, 01:21:52 AM
To note your state http://mugenguild.com/forum/topics/type-cns-169455.0.html
And physics http://mugenguild.com/forum/topics/physics-cns-169457.0.html

Are both set incorrectly

Also did you change any clsn1s or hitdef timings?

I'm pretty sure I didn't fuck with the clsn1s or hitdef timings or the physics and state for that matter.  What should the physics and state be for a crouching punch that acts as a launcher?  I tried "A" but that didn't work out lol

JustNoPoint

For some reason I thought this was for an air attack that was whiffing. I should have paid better attention to the state number. Ignore my ignorance.

What kind of state does the launcher place the opponent into?

Memo


totaln00b

Quote from: Memo on July 29, 2016, 01:42:59 AM
Lol just the first trigger you NEED that animelem trigger

Whoops lol which trigger are you referring to?

Here's the hitdef of state 420

[State 420, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -0.52), -16
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -16
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 67), var(36) := -88
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
forceStand = 1

Quote from: Just No Point on July 29, 2016, 01:39:04 AM
For some reason I thought this was for an air attack that was whiffing. I should have paid better attention to the state number. Ignore my ignorance.

What kind of state does the launcher place the opponent into?

To be clear, the launcher works. However, once we're both in the air, all my attacks go through my opponent as if he were a ghost.



This is a terrible screenshot since I missed my attack (also I should readjust some Super Jump velocities), but even if I hadn't Gambit is like a ghost in the air.

Once I land the launcher, Gambit's goes into state 5000, 5030, 5035, to 5040 in that order.

Memo

The very first Trigger1= leave the other one with animelem alone


Memo



Cyanide

Jmorphman will have a custom juggle system implemented. And it's not 420 that will be the issue either. It hits now, that's not the problem for you. It's the next attack that does not and the most likely reason for that is juggle coding. We can probably alter the air attacks so they don't care about juggle code, but you may actually want it active in which case you need to understand the juggle code itself so you can add this in correctly.


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.

totaln00b

Ah I see, it definitely seemed to me to be a character-specific issue.

How do I go about altering the air attacks?

Also, do I need the juggle code to be active?

JustNoPoint

It is most definitely a juggle issue.

Removing this from any air basic will allow the basic to connect

trigger1 = !var(16) && (var(15) < 1 || var(20))

;var(15) : Juggle Points
;var(16) : Juggle Flag
;var(20) : Custom Combo Time

totaln00b

That did it! SO SWEET!

Thank you guys very much for being patient and tolerating my n00bness.

Now if you'll excuse me, I'll be constructing an aerial rave. LOL

totaln00b

Wait...I've just run into another roadblock.  Now special moves and super moves are whiffing in the air after the launcher...Basic attacks work fine though after deleting the juggle points trigger.

I tried to find the trigger with juggle points on the move hitdefs but no such luck.

Cyanide

Hence why actually understanding the juggle code is required. Now that you've done it the "easy" way, you have to make it work for everything.

Start looking in state -2 for the variables you deleted and see what resets them, or anything. Obviously they are either 0 or non zero in some way if p2 is hit and in the air.

Going to have to learn how it actually functions, then you can mess with it.


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.