News:

MFG's Character of the Month: October 2026 Nominations

Main Menu

throw problem

Started by Zain574, July 29, 2008, 04:10:11 AM

Previous topic - Next topic

Zain574

the problem is that whenever i throw with my cvseken the character i throw gets stuck in the air and i have to hit them so the fall on the floor and get up could anyone tell me why this happens?
Spoiler (click to show)

Quote from: Jango on May 23, 2009, 10:47:42 AM
Women wouldn't know how to write a good manga plot if it came up to them, slapped them in the face, and said "Get back in the kitchen, bitch."

Join Now > http://mugenevolution.co.uk/Forum/index.php

Need Hosting ? Contact > http://mugenguild.com/forumx/index.php?action=profile;user=blackchaos07

Luis Alejandro

post your throw states.

Zain574

im not sure which part you want but is this it

Spoiler (click to show)
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 28, 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 58, 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 47, 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 41, -60

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 25, -75

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
pos = 15, -90

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0 && AnimElemTime(10) < 0
pos = -5, -96

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) < 0
pos = -14, -90

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = -50, -50

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 11
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 11
value = 821

[State 810, Turn 12]
type = Turn
trigger1 = AnimElem = 12

[State 810, Pos 15]
type = PosAdd
trigger1 = AnimElem = 15
x = -10

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Spoiler (click to show)

Quote from: Jango on May 23, 2009, 10:47:42 AM
Women wouldn't know how to write a good manga plot if it came up to them, slapped them in the face, and said "Get back in the kitchen, bitch."

Join Now > http://mugenevolution.co.uk/Forum/index.php

Need Hosting ? Contact > http://mugenguild.com/forumx/index.php?action=profile;user=blackchaos07

Aadmi

You need to set some velocity for the character in the custom state so they fly, implement this in the statedef part
velset=-5,-4 or whatever.

then you need velocity to bring them back down so a veladd or gravity would do, preferably veladd. with a y=.49

in the custom state yo need to bring the opponent back to their own state so you use a selfstate sctrl. so when their
pos y>=0 && vel y>0 then they change to state 5100. that should solve your problem, without me even seeing the code.

Cheers,Rajaboy