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Throw doesn't push character upwards.

Started by ❊ Ivory ❊, November 24, 2023, 07:11:03 PM

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❊ Ivory ❊

Hello, i am making a M.U.G.E.N character and so far i've finished all the default attacks. But there is a problem with the throw where when the character is thrown into the air he just immediately falls down instead of being launched upwards, i included an image to illustrate the problem:



I think it has something to do with the velset property in the Opponent In Air Statedef, but i'm not sure, because it seems it doesn't matter how many times i change it it just won't do anything.

[Statedef 821]
type    = A
movetype= H
physics = N
velset = -2.8,-7
poweradd = 40

[State 821, SprPriority]
type = SprPriority
trigger1 = AnimElem = 1
value = 2

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
Fighter Factory 3 >>> Fighter Factory Studio.

PotS

Maybe you're still using a TargetBind when the velocity is applied.
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❊ Ivory ❊

Quote from: PotS on November 24, 2023, 07:50:38 PM
Maybe you're still using a TargetBind when the velocity is applied.

Thanks, that was the problem, but now the character doesn't play the going up diagup anim while in the air that plays in the 2 last frames of the anim, instead it's just immediately the air fall coming down anim.
Fighter Factory 3 >>> Fighter Factory Studio.

Basara Bogard

The code is for the character being thrown, which it was OK, so the problem is not there, but in the state when your char throws the enemy (I suppose statedef 820 maybe). Probably you've to fix the TargetState, maybe you use the animelem used already for the throw (TargetBind). I mean, if you throw your opponent with the animelem = 4 (TargetState), the TargetBind should be until animelem = 3. I hope this works ;)

twogolddabloons

i just fixed this same problem. try using a targetdrop when you want the target to move freely