how do you code jump in combos in the cmd

Started by DemonicDrPhil, September 08, 2007, 09:15:57 AM

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DemonicDrPhil

I want to do a jump in combo say jumping hard kick and then once the character lands go into a standing attack.

I tried the normal combo way where I list the jumping attack's state number and movecontact in a "and" trigger set up but this just results in the standing attack being performed in mid air.  However without that the standing attack never happens am I missing a trigger or something?
Latest Yoshi alpha ready for feedback Aug 15th check here for details...

Bastard Mami

are you talking about making the combo possible or about forcing an ai to do the combo ?

DemonicDrPhil

Latest Yoshi alpha ready for feedback Aug 15th check here for details...

ZzEzZ

u could add this to the standing attack
trigger1 = (prevstateno = "air attack") && (statetype = S)
as long as the state after your air attack is the land state... if not, then u could implement Renzo's (i think it is) "prevprevstateno" code 2 make it work

edit: o, or instead of that... u could make a var 1 at the beginning of the air punch state... and make it so that the standing attack can only be done as long as this var is 1... but dont 4get to make the var 0 afterward, or else u can just do that stand attack w/e

DemonicDrPhil

#4
here is my statedef -1 stuff for the standing attack I want to link in a combo to the air attack

[state -1]
type = changestate
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = ctrl && statetype = s
trigger2 = stateno = 210
trigger2 = movecontact
trigger3 = (prevstateno = 610) && (statetype = s)
trigger3 = movecontact
value = 200

it still doesn't work

****EDIT****

I played around with the ground.hittime and such and now everything in the world can combo from it so I guess that is what I wanted all along thanks again for all the help
Latest Yoshi alpha ready for feedback Aug 15th check here for details...

Bastard Mami

congratulations, you were able to find it by yourself.

and just as a matter of feeling, the hitpause for aerial attack is sometimes smaller for the attacker than it is for the target, that also helps combos whitout using too long hittimes.

DemonicDrPhil

yea I guess I got noob tunnel vision like combos are done this way must do it this way.

thanks again.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...