upercut help!

Started by DarkVyse, January 30, 2008, 12:11:33 AM

Previous topic - Next topic

DarkVyse

Ok i have gave my sonic WIP a upercut wich will be a super attack but i dont know the code for it am using fighter factory and i have made the upercut set in 3 stages (begining upercut - upercut - down upercut) and i have set them to begin Action No (415 - 452 -453) so i need help plz.
47%

Bastard Mami

#1
you need a 4th one, landing.
let me see if i can find a topic similar to this one, as i alrayd posted the uppercut code.

http://mugenguild.com/forumx/index.php?topic=67583.0

DarkVyse

Thanks R[E]ika i will try that now ;D
47%

DarkVyse

Ok last night i spent 3 hours looking at diffrent ken's,akuma's and ruy's shinryuken and all the codes have a lot off diffrent codes in them the only thing that is the same is the first statedef. Am not a coder this is my first time doing this so can onyone show me what it should look like using fighter factory or .cns file i followed the post reika but but i still dont understand it.
47%

Bastard Mami

humh.. the sad thing is that i had already made  more detailed post >.<. i will post my code as an example later, thouhg i made it two states.

DarkVyse

thanks for the help R[E]ika i know am nagging alot and am new to all this. am not looking forward to coding chaos controll attack  :P
47%

DarkVyse

ok this what i got atm i dont know if it is right or rong

upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = Vel Y > 0
x = 0
y = 0

[State 451, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
47%

Fallen_angel

the velset that you are using doesn't make anything...  ::)

there are differents ways to code an uppercut...you can move the sprites on the y position to be higher and then make them go down....or you  could code that using 2 statedefs... one makes the char goes up (using a velset or veladd or posadd)..and the other makes the char goes down

DarkVyse

ok here are some pics of the states of the upercut with fighter factory and the code i have atm saved

begin upercut



upercut



down upercut



land upercut


and here is the code i got in .cns

upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

i know am asking alot and am sorry but i want this move done and working so i can continue with the rest of the supers and hypers move's
47%

Bastard Mami

Quoteyou should split it in 4 parts, when you get more used to mugen code you can merge those as you see fit.

1)start up. statetype = S meaning that the character will be in the ground, movetype = A, you will have one hitdef here, as well as a velset for x and Y for the start up velocity after a few frames; when pos Y < 0 you change to the next state.

2)shoryuken attacking. statetype = A, movetype =A, physics = N; no velset of 0,0 , so delete it if you have it in your statedef. use either a gravity sctrl or a veladd for Y, also a velmul for X, both with trigger1  = 1. you also have a hit def there, the triggering might depend on the previous move hitting or not. when vel Y > 0 you change to the next state.

3)shoryuken falling. same as previous one, but movetype = I, gravity etc.. holds true, no hitdef there, when pos Y >= 0 change to next state.

4) recovering from shoryuken. statetype=S, physics = S, movetype =I, just an almost empty state witha  change state to 0 when animtime = 0.

if you have any doubt with a part of it, just post it. the splitting means you should have 4 statedefs and 4 anims for the move.

Bastard Mami


DarkVyse

sorry about that i tryed that out and mugen wouldent work keeps coming up with a not responding message so i delated it was that post on the right track?
47%

DarkVyse

ok this is what i have done plz tell me wich to delete and what to add and whats needs to change

; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0
pos y <0

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
vel Y > 0

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1
pos Y >= 0

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
47%

Bastard Mami

yeah, you were/are on the right track, nice effort too. by the way, they clash because you are lacking sctrls.

let's check each part .

Quote1)start up. statetype = S meaning that the character will be in the ground, movetype = A, you will have one hitdef here, as well as a velset for x and Y for the start up velocity after a few frames; when pos Y < 0 you change to the next state.

you must put a velset sctrl and a changestate one.

Quote; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, VelSet]
type = VelSet
trigger1 = 1;most likely, you want an animelemtrigger here, so he stays a few ticks in the ground
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1



Quote2)shoryuken attacking. statetype = A, movetype =A, physics = N; no velset of 0,0 , so delete it if you have it in your statedef. use either a gravity sctrl or a veladd for Y, also a velmul for X, both with trigger1  = 1. you also have a hit def there, the triggering might depend on the previous move hitting or not. when vel Y > 0 you change to the next state.

;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

Quote3)shoryuken falling. same as previous one, but movetype = I, gravity etc.. holds true, no hitdef there, when pos Y >= 0 change to next state.

Quote
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

for the next one you forgot to make movetype = I

Quote4) recovering from shoryuken. statetype=S, physics = S, movetype =I, just an almost empty state witha  change state to 0 when animtime = 0.

i forgot to say that you must put a posset here.

Quote;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PoslSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

there are some easy to spot, minor errors in the code, so post your results after testing and fixinf it.

DarkVyse

Ok should it now look like this

; begin upercut
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 451
poweradd = 20
sprpriority = 2

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 0
y = -10

[State 451, VelSet]
type = changestate
trigger1 = pos y <0
value = stateno+1

;--------------------------------------------------------------------------
;upercut
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 452

[State 452, Gravity]
type = Gravity
trigger1 = 1

[State 452, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 451, VelSet]
type = changestate
trigger1 = vel Y > 0
value = stateno+1

;-------------------------------------------------------------------------
;down upercut
[StateDef 453]
type = A
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 453

[State 453, Gravity]
type = Gravity
trigger1 = 1

[State 451, VelSet]
type = changestate
trigger1 = pos Y >= 0
value = stateno+1

;--------------------------------------------------------------------------
;land upercut
[StateDef 454]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 454

[State 454, end]
type = PoslSet
trigger1 = 1
y = 0

[State 454, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

also am getting this


also do i need to do any think in the commands file i got this atm

[command]
name = "upercut"
command = F,DF,D,DF,F,x
time = 20

;upercut
[State -1, upercut]
type = ChangeState
value = 451
triggerall = command = "upercut"
trigger1 = (statetype = s) && ctrl
47%

ssjsongoku

#15
You are getting the error message because you misspelled posset.

[mcode=2][State 454, end]
type = PoslSet
trigger1 = 1
y = 0

DarkVyse

47%

DarkVyse

#17
IT WORKED!  ;D 



Thank you all am so very happy now. 4 weeks at this stubid code. Now i just got to make him go up off the floor and also make 2 player go up with him does anyone know how to do this?
47%

Bastard Mami

is that for the same move ?

DarkVyse

yea thats thats only how high he can go i need him to go a up in the air a bit more and also to knock 2 player up in the air with him
47%