Attack Bounce Back

Started by FighterWarrior, August 04, 2016, 06:57:12 AM

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FighterWarrior

To prevent endless combos, moves often send the sprite backward. What controls that so I can prevent it?

Memo

So you want to decrease the distance your attacks push the enemy?
Go to all the hitdefs and decrease the ground.velocitys and guard.velocitys.

I think that's what you need I couldn't really understand the question

FighterWarrior

I meant the opposite. The player attacking is the one being sent backwards.

Sorry for not being clear enough.

Memo

So you want a guard push mechanic like marvel vs capcom games?

FighterWarrior

No, I don't think so...Lemme restart.

Let's, for the sake of an example, have Ryu and Ken in a fight. If you back Ken into a corner, then have Ryu LightPunch Ken, Ryu will be moved backwards. Neither player is pressing anything (except for the LP).

Memo

Corner push for 100.... Lol I was watching jeopardy. That's the corner push you can adjust that in the hitdef or open up a pots or jmorphman car and copy paste the corner push code in statedef -3

Cyanide

Copy pasting code from a character when you don't know exactly what it does is not a solution.

The setting in the hitdef is
ground.cornerpush.veloff
and
guard.cornerpush.veloff

these only take an X velocity. If you do not want to be pushed away from P2 in the corner, use 0 for both of them. If they are left out it takes the push values from your hit.velocity and guard.velocity and multiplies them.

I wouldn't recommend this unless it is part of an autocombo where your character should not be pushed back for some reason.


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.

Memo

Quote from: Cyanide on August 04, 2016, 09:25:42 AM
Copy pasting code from a character when you don't know exactly what it does is not a solution.

The setting in the hitdef is
ground.cornerpush.veloff
and
guard.cornerpush.veloff

these only take an X velocity. If you do not want to be pushed away from P2 in the corner, use 0 for both of them. If they are left out it takes the push values from your hit.velocity and guard.velocity and multiplies them.

I wouldn't recommend this unless it is part of an autocombo where your character should not be pushed back for some reason.

Its the solution fighterwarrior needs right now, the codes self explanatory it says corner push on it
Paste that and change the corner push on your hitdefs to 0.
Its a quick easy solution to his problem why would he need to know what each line of that code means if it works?
I'm guessing he's fairly new to editing or creating content eventually he will understand it with time.