[HELP] Projectile Problem

Started by ExitWound, October 14, 2008, 03:27:27 AM

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ExitWound

I'm new to creating characters in MUGEN and I wanted to start. I began following the narutorial that I downloaded (Don't know who made it...)
I got to the projectile part and I'm having a problem with it. This is what it says:



Now, this is what I have:


.CNS File
;-| Projectile |------------------------------------------------------------
[State 0, Projectile]
type = Projectile
trigger1 = Time >= 0
ProjID = 6000 ;This is used in conjunction with numproj(6000)
projanim = 6000 ;Projectiles animation
projhitanim = 6010 ;Projectiles hit/remove anim.
projremanim = 6010 ;As above
projcancelanim = 6010 ;As above
projremove = 1 ;Remove once it hits
projremovetime = -1 ;-1 means this projectile won't be removed until it hits
velocity = 4,0 ;how fast it moves
projedgebound = 40 ;edge for removal
projstagebound = 40 ;as above
projheightbound = -240 ;as above
damage = 150
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitflag = MAFP         ;You should always have P so the projectile can ;cancel others
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
attr = S, SP ;SP Special Projectile
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 2             ;Time that the opponent slides back
ground.hittime  = 5              ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air



.CMD File
[Command]
name = "projectile"
command = B, a
time = 20


[State -1]
Type = ChangeState
Triggerall = Command = "projectile"
Triggerall = StateType = S
Trigger1 = Ctrl = 1
Trigger1 = NumProj(6000) = 0
Value = 1000

Rajaa Retired

well the error says its that trigger you have...

numproj(6000) is wrong, when specifying an ID number you use Numprojid(6000) That should fix that problem.

Cyanide

Changing tutorial. Uploading new version tommorow. I barely use proj anymore and just using numproj is global. Obviously, different for the ID version.


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.

ExitWound

Hey! Thanks a lot! That made him usable in the game. Unfortunately, this occurred when I tried to throw the projectile:



And stupid naruto just stood there...

Cyanide

You don't have a statedef 1000 yet.


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.

ExitWound

Thanks for the help again! 2 more things  >:(

This is what happens when it hits:



It keeps going until it hits him exactly 22 times AND the kunai is invisible....
I only want it to hit him once =\

This is what I have for the projectile in my .cns file now:

[StateDef 1000]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 20

[State 1000, Projectile]
type = Projectile
trigger1 = Time >= 0
ProjID = 6000
projanim = 6000
projhitanim = 6010
projremanim = 6010
projcancelanim = 6010
projremove = 1
velocity = 4,0
projedgebound = 40
projstagebound = 40
projheightbound = -240
damage = 1
sparkno = 0                     
sparkxy = 0, 0               
hitflag = MAFP        
hitsound = 5, 0                 
guardsound = 6, 0               
attr = S, SP
ground.type = High               
ground.slidetime = 0             
ground.hittime  = 3             
ground.velocity = -4             
airguard.velocity = -1.9,-.8     
air.type = High                 
air.velocity = -1.4,-3           
air.hittime = 12                 

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Rajaa Retired

remove the grater than from the trigger in the hitdef. that telling it to keep activating every single tick of state.

ExitWound

Omg thanks man  ;D

The other thing though... The kunai is invisible...

vgma2

The kunai must be missing it's animation. it only has the clsn.

Cyanide

time = 0 on the frame, or you haven't followed any of the other tutorials.


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.