Question about a type of attack

Started by MUGENforever, February 28, 2008, 04:33:04 AM

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MUGENforever

I want my character to do a flying punch straight forward across the screen.

I figured I would basically have him disapear and the projectile be himself flying across the screen, the problem I have is once he comes out of the state, he is back to where he was before launching the projectile.

Should I make this attack differently somehow?  I also have a spark to bind to him which I hadn't done and don't know if it will work if he himself is the porjectile.

How do I make my character do a flying punch across the screen?

tetsuo9999

WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx

Cyanide

type = velset
Click it.

The docs are your friend.


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.

Metal_Sniper_63

you can just put velset on the statedef right after anim and that's it

MUGENforever

#4
I was hoping to make it work sort of like blankas attack when he rolls straight across the screen, M. Bison Psycho Crusher is the best example of what I want to happen

Cyanide



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.

MUGENforever

he accelerates downwardif I give him a velset, its suppose to be in air attack and he has to go straight in the air, and if I add Y he jumps up then goes forward a falls at the same time.

An aireal psycho crusher is best example.

tetsuo9999

Quote from: [C]yanide on February 28, 2008, 07:15:10 AM
Quote from: [C]yanide on February 28, 2008, 05:20:46 AM
type = velset
Click it.

The docs are your friend.
Did you read this? ???

QuoteSets the player's velocity to the specified values. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx

Bastard Mami

there are a few topics on coding an uppercut/shoryuken, read on those since the concept for the move is pretty much the same.

MUGENforever

Quote from: 9999 on February 28, 2008, 05:16:34 PM
Quote from: [C]yanide on February 28, 2008, 07:15:10 AM
Quote from: [C]yanide on February 28, 2008, 05:20:46 AM
type = velset
Click it.

The docs are your friend.
Did you read this? ???

QuoteSets the player's velocity to the specified values. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.

Let me Give you an example, because I don't think you understand. Take the dashed line as his motions.  When he is in the Air I want him to do this

---------------------------------------------------------------------------

But when I set an X velset, he does this

-
       -
               -
                       -
                               -
                                      -
                                             -
                                                    -

If I set an X and Y velset he does this
            -
     -             -
-                          -
                                  -
                                        -
                                              -
                                                   -

Get the difference?

tetsuo9999

Oh, i though you wanted a forward dashing punch.

Quote from: R[E]ika on February 28, 2008, 05:21:29 PM
there are a few topics on coding an uppercut/shoryuken, read on those since the concept for the move is pretty much the same. <-
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx

Bastard Mami

yeah, i know what's going up and all, that's why i told you to check how the shoryukjen was coded; by the looks of it you have already coded it up to that point; the difference here is that you want your y vel to become 0 for a big part of the move; so guess waht, use a velset with Y = 0 for the part of the move in which you want him to fly straight. i.e. the move should be split in 3 parts, start up, fly straght and fall down.

MUGENforever

Quote from: R[E]ika on February 28, 2008, 05:33:08 PM
so guess waht, use a velset with Y = 0 for the part of the move in which you want him to fly straight. i.e. the move should be split in 3 parts, start up, fly straght and fall down.

the move is to be activated in the air and he is to go straight forward with a fist across the screen...

Cybaster

That really doesn't change anything to what Reika said :
the move should be split in 3 parts : start up while in the air, fly straight and fall down.

MUGENforever

So I need to split up my animation into three parts as well right?  Right now I have the whole punch (3 images) in one animation.

Cybaster

Yeah, exactly.
Use 3 animations : one for the part where he's in the air and prepares to strike, the part where he actually moves in a horizontal way, and the part where he falls down on the ground.

MUGENforever

He does the first animation then falls straight down...
Skipping 1051 was intentional.
;-------------------------------
;Air Fist Forward
[StateDef 1050]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0, 0
ctrl = 0
anim = 1050
poweradd = 0
sprpriority = 2

[State 1050, ChangeState]
type = ChangeState
trigger1 = AnimTime = 10
value = 1052

[StateDef 1052]
type = A
movetype= A
physics = A
juggle  = 1
velset = 10,0
ctrl = 0
anim = 1052
poweradd = 60
sprpriority = 2

[State 1052, 1]
type = HitDef
trigger1 = AnimElem = 1052
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 1052, ChangeState]
type = ChangeState
trigger1 = AnimTime = 50
value = 1053
ctrl = 0

[StateDef 1053]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,10
ctrl = 0
anim = 1053
poweradd = 0
sprpriority = 2

[State 1053, ChangeState]
type = ChangeState
trigger1 = AnimTime = 20
value = 50
ctrl = 0

Fallen_angel

If I remember well you should change the type =A to type =N.....or try adding a  little vel on y like -1 to avoid going down

Bastard Mami

yeah, you either use  physics =N or a constant velset for Y=0, i suggest the physics bit.

Cyanide

Try time = 10 as well.

Animtime = 10 means end state 10 ticks before end of animation.


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.