Hit Override Help....Please?

Started by Ryon, June 29, 2008, 08:13:40 PM

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Ryon

Hi agian! yes yes its me again with another Helper question.

my current wip Raging Ryu will be using alot of high res effects and helpers. and i want this helpers (hadoukens) to be able to hit other helpers and die off.

so can someone explain or show me an example please? it would be great if someone could SHOW me an example.

because i really need to learn how this works. and yes showing me an example teachs me alot more than telling me this those that. so please and thank you.

Anjel

[Statedef 1337] ;Hadouken State
Anim = 1337 ;The defualt stuff
movetype= A ;The defualt stuff

[State 0, HitOverride] ;Stuff
type = HitOverride ;Type
trigger1 = 1 ; Constantly activated.
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ; Die on all kind of hits
stateno = -1 ;Die of stateno
time = 1 ;Time
ignorehitpause = 1 ;Ignores hitpause
My shitty mugen stuff:

Ryon

#2
Quote from: Anjel on June 29, 2008, 08:26:02 PM
[State 0, HitOverride] ;Stuff
type = HitOverride ;Type
trigger1 = 1 ; Constantly activated.
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT ; Die on all kind of hits
stateno = -1 ;Die of stateno
time = 1 ;Time
ignorehitpause = 1 ;Ignores hitpause

thanks so much, and sorry to ask but could you elaborate on the attributes please? i normally dont mess with them.
or could you point me in which file tells me all that?

also. i tried the exact code you posted, and now when i do it the hadouken disappears after it comes out.

BC

it might have dissapeared coz time = 1 mayb....try time =(the length of game ticks the move lasts for)

and have the trigger either as trigger1 = 1 or trigger1 = time = 0
Accepting commissions

Ryon

well reguardless of that (i found several ways to by pass it thanks)

when ever it gets hit by another projectile/helper/attack it drops a mini ryu, instead of an end explosion.

Anjel

#5
Have you set the stateno the the explotion state?

For the attributes, read the docs. It is said there what they are. Way better than I can explain.
My shitty mugen stuff:

Aadmi

you actually have to do what Anjel said, you can't just hit ovveridde without an actual state, and Animation, and a destroy self, in that explosion state.

Cheers,RajaBoy

Ryon

oh my god. i am stupid..

i put the code in the WRONG state! LOL.

woops!

ok well now it works. another question is..

When it hits another projectile/helper/etc/etc it dies off. BUT since its a super it should be able to consume the regular attacks.

how do i make it take the hit and keep going?

Aadmi

Quote from: Ryon on June 30, 2008, 01:00:59 AM
oh my god. i am stupid..

i put the code in the WRONG state! LOL.

woops!

ok well now it works. another question is..

When it hits another projectile/helper/etc/etc it dies off. BUT since its a super it should be able to consume the regular attacks.

how do i make it take the hit and keep going?


is it coded as an, Helper projectile, because now you, might have to do the whole syntax, over, if you want it great, if not i guess you could just have 2 hit overrifdes, one that bring's it back to the same state if it's hits a NP,SP, i don't know,

or you could do it, antoher broken, way, Projectiles are broken, you can ask laQuak.

there's a way with invisible proj . and projhits

Cheers,RajaBoy

Ryon

yo Raja are you indian by chance? (i know very off topic but i guess i need to know?)

anyways..

so hmm a hit over ride that leads back to the helper..

since laquak joined my site i'll ask him.

Aadmi

Quote from: Ryon on June 30, 2008, 05:42:31 AM
yo Raja are you indian by chance? (i know very off topic but i guess i need to know?)

anyways..

so hmm a hit over ride that leads back to the helper..

since laquak joined my site i'll ask him.


RajaBoy, you can take aguess,

Tumko zaruri kyon hai?

Cheers,RajaBoy


you've a website, is it cool?

why do you need to know?

Cyanide

Projectiles are only broken if you don't use them properly. Perfectly functional in most other ways.

NP will cancel regular helpers and projectiles if they have been coded properly.


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.

Aadmi

#12
This is my projectile code the helper projectile state works fine without the use of Hittoveride?

Cheers,RajaBoy

Quote;---------------------------------------------------------------------
;FireBall
[Statedef 6015]
type    = A
movetype = I
physics = N
ctrl = 0
sprpriority = 4
anim=6016<-------Animation of projectile actual animation

[State 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(9) = parent,var(9)

[State 0]
type = VelSet
trigger1 = time <=36
x = 2.375 + (var(9)*1.6875)

[State 0]
type = Projectile
triggerall = numprojid(6010)=0
trigger1 = Time = ifelse(!var(9),17,ifelse(var(9)=1,12,7))
projanim = <<<<---- an invisible animation with a red and blue, clsn, in the shape of the projectile, animation
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel x, vel Y
attr = S, SP
damage = ifelse(parent,var(10),50,ifelse(parent,var(11),45,40))+10*parent,var(49),12+10*parent,var(49)
animtype = Hard
hitflag = MAFD
guardflag = MA
pausetime = 4,15
sparkno = s6021
guard.sparkno = S13351
sparkxy = 45, -5
hitsound = S6010,3
guardsound = S120,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
air.hittime = 18
guard.ctrltime = 18
ground.velocity = -8,0
guard.velocity = -8
air.velocity = -4.5, -6
airguard.velocity = -5.33,-1
air.juggle = 0
fall = 0+1*parent,var(49)
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 8
envshake.ampl = 2
ProjID = 6010
getpower = ifelse((p2statetype=A&&p2movetype=H&&var(9)=[0,2]),40,60)
givepower = 35, 35
palfx.color = 64
palfx.add = 100,40,90
palfx.mul = 90,50,90
palfx.time = 40
forcestand = 1
yaccel = .5

[State 0]<----you already know what this does
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 0]
type = ChangeState<-----this state changes, the helper to an fade away state when the projectile is gone projectile disappear,s after,  hitting so it will go to the state below sorta like a sudo, hitoverride
triggerall = time > 1
trigger1 = !parent,numprojid(6010)<----triggers when the projectile with said id is gone
value = 6016
;---------------------------------------------------------------------------
;FireBall
[Statedef 6016]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 6018<----projectile fading away anim

[State 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 0]
type = trans
trigger1 = 1
trans = add1

[State0]destroyes whan anim is over.
type = DestroySelf
trigger1 = animtime = 0

Ryon

#13
oh thats right. i forgot to mention. the animation and effects are ALL High Res. i turned them high res.

so with sort to speak, even though i can scale the projectile, i can not scale the Guard hit effects. so then it would be a gigantic blue thing all over the screen.

that aside. i'd really love to know how to use helpers properly.

and raja, because i'm indian as well.

1. the initial override code works well for this attack.
Strong Hadouken


2. the initial override doesnt work well on the lv2 super however.
Spoiler (click to show)


as i said the problem is that the shinku hadouken lv2, only counters 1 hit, instead of taking the hit and keep going.

ALSO! and hopefully the final time i'll edit this!

The Lv.1 Shinku Hadouken
Spoiler (click to show)
works very similar to a barrier as well as a projectile. it needs to be able to protect ryu while hurting the enemy.

but agian that initial code you guys showed me, only  makes it last 1 hit, after that it dies off.

Aadmi

you would use the code, i said above as a helper but use the

projhits = blahblah
and in the destroy state it changes to use angledraw,  to scale it down, a bit, it's a state controllers.

offtopic

and i thought, i was the only Indian, here, coding, Glad to know that there's more.

Kya tumko Hindi ati hai? aisa hai to,

Bharat men kaha se ate ho tum?




Ryon

Quote from: RajaBoy on June 30, 2008, 01:48:42 PM
you would use the code, i said above as a helper but use the

projhits = blahblah
and in the destroy state it changes to use angledraw,  to scale it down, a bit, it's a state controllers.

offtopic

and i thought, i was the only Indian, here, coding, Glad to know that there's more.

Kya tumko Hindi ati hai? aisa hai to,

Bharat men kaha se ate ho tum?


sorry to say i dont speak hindi, i was raised in new york. but my real name is Bharat LOL.

its a shame i really need to understand these a bit more, i'll read up on the docs.

Aadmi

#16
i was raised in New York too, and as a matter of fact i'm still here, and

You know what your name means right?.

Bharat=India

maybe your parents named you, that so you can always carry around your Heritage wether you knew it or not.

Ryon

i knew it.
and scary, im still in new york. >_< lol.

all that aside. so here is the coding for the shinku hadouken + the actual helper itself.

Quote;================================SHINKU HADOUKEN LV2
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -2000
velset = 0,0
anim = 615
ctrl = 0
sprpriority = 2

[State 1110, 4]
type = Explod
trigger1 = Animelem = 3
scale = .5,.5
anim = 631
postype = p1
bindtime = -1
supermove = 1
sprpriority = 3
pos = 0,0

[State 1110, Super Pause]
type = SuperPause
trigger1 = AnimElem = 3
darken = 0
time = 40
anim = -1
pos = 0,0
sound = s0,27
poweradd = -1000

[State 1110,explod]
type = explod
trigger1 = animelem = 3
anim = 6000
scale = .5,.5
pos = -11,-58
postype = p1
sprpriority = 4
supermove = 1
movetime = 1
bindtime = 1

;[State 1110, Background]
;type = BGPalFx
;trigger1 = time<= 0
;add = 0,0,255
;time = 45
;sinadd = 0,0,-255,190

[State 1110, 4]
type = Explod
trigger1 = AnimElem = 5
scale = .5,.5
anim = 620
postype = p1
bindtime = -1
sprpriority = 3
pos = 85,-69

[State 1110, Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 13

[State 1110, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 25

[State 1100, 1]
type = Helper
trigger1 = animelem = 5
helpertype = Normal
name = "ShinkuHadoukenMed"
ID = 1110
pos = 100,-65
size.xscale = .5
size.yscale = .5
postype = P1
sprpriority = 4
stateno = 1111
ownpal = 1
supermovetime = 0

[State 1110, End Super]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;=======================================Shinku Hadouken Med Helper
[Statedef 1111]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 630
sprpriority = 4

[State 1111,no shadow]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1111, HitOverride] ; THANKS ANJEL!!
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 9999
time = 1
ignorehitpause = 1

[state 1111, velocity]
type = velset
trigger1 = time = 1
x = 6

[state 1111, velocity]
type = velset
trigger1 = movecontact
x = 2

[State 1111,explod]
type = explod
trigger1 = movehit
anim = 607
scale = .5,.5
pos = 0,-60
postype = p2
sprpriority = 3
bindtime = 1

[State 1111, Hits]
type = HitDef
trigger1 = 1
attr = S, NA
damage = 40, 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 2,1
sparkno = -1 ; s9998
sparkxy = -10, -15
hitsound = s0,3
guard.sparkno = s607
guardsound = s0,1
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,0
airguard.velocity = -1,0
air.type = High
air.velocity = -1,0
air.hittime = 12
air.recovery = -1
getpower = 0
envshake.time = 20
envshake.ampl = 2
envshake.freq = 128
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
palfx.time = 25
palfx.add = -30,30,30
palfx.sinadd = 30,30,30,10
palfx.color = 0
palfx.invertall = 1

[State 1111, Get Rid Of]
type = destroyself
trigger1 = hitcount = 10

Statedef 1112]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 607
sprpriority = 4

[State 1111,no shadow]
type = assertspecial
trigger1 = 1
flag = noshadow

[State 1111, Get Rid Of]
type = destroyself
trigger1 = animtime = 0

HIT OVERRIDE STATE

Quote[Statedef 9999]
type    = S
movetype= A
physics = N
anim = 607
sprpriority = 4
velset = 0,0

[State 9999, 3]
type = destroyself
trigger1 = animtime = 0

well can you tell me whats majorly wrong here?

Bastard Mami

completely unrelated but still a tip, always try to organize your anims so they correspond to your statenos. it does no harm, anybody duplicating a few begin action entries in the air file.

Aadmi

first off my friend you used a hitdef, and not a projectile, listen


first you have the first part right to summon the helper,

then in the helper state the main animation should be the Hadoken animation without the clsn

[Statedef 1111]
type    = S
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 630<---the hadiken animation without any clsn, just the plain animation
sprpriority = 4


then you need a Projectile sctrl instead of a hit def, just use mine, i guess and modify it, to change the id. to the one you want and the animation, and don't forget to add projhits=???

then for the destrucion you don't eed a hittoveride, use a change state like i told you before. and the projectile animation in the scrl should just be add a new animation chage the time of it to -1, add blue clsn and red clsn, in the shape of shinku hadoken, then add that to sctrl projanim, this is called an invisble projectile the animation, still look's good though.


[State 0]<----you already know what this does
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40

[State 0]
type = ChangeState<-----this state changes, the helper to an fade away state when the projectile is gone projectile disappear,s after,  hitting so it will go to the state below sorta like a fake, hitoverride
triggerall = time > 1
trigger1 = !parent,numprojid(6010)<----triggers when the projectile with said id is gone.
value = 6016

the fade away state should just be, a statedef, with dersroyself when animtime=0, with whatever else you need to make it look accordingly.

Cheers,RajaBoy