Explod Problem

Started by BC, June 26, 2009, 04:40:21 PM

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BC

Using Hi-res sparks so coding via explod (Thanks to Anjel for helping with half the problem but one still remains)


2 hit basic attack: Ryu's over hand punch


ok works as normal http://img32.imageshack.us/i/pic1f.png/   (First hit)

but sometimes when doing the move at a certain distance stand straight after the 2 hits have been done.....

http://i44.tinypic.com/65wtbs.png  no spark shows is this because hitcount 2 is showing still? and persistent is added

EDIT: i removed persistent (and of course it plays persistently but i wanted to see if that was the cause)
same problem still. i could record a vid if necessary but i think the pics should be enough to see the problem.



[State 200, Explod]
type = Explod
triggerall = numtarget
triggerall = movehit
trigger1 = animelemtime(5) = 1
anim = 8001
ID = 8001
pos = target,const(size.ground.front)-10,-70-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 200, Explod]
type = Explod
triggerall = numtarget
triggerall = movehit
trigger1 = animelemtime(6)=1
anim = 8001
ID = 8002
pos = target,const(size.ground.front)-10,-40-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0
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PotS

When you get too far away the move probably hits at animelemtime(6) = not 1. The triggers shouldn't be so restricted.
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Rajaa Retired

trigger1 = animelemno(0) = 5
trigger1 = target,time = 0 ; you shouldn't need this anyway due to "persistent = 0."

Replace "animelemtime(5 & 6) = 1" with that.

BC

#3
ok i tried that(if ive added it the wrong way please let me know) i left movehit in and nothing happened.... i kept the same triggers for the second explod but it was showing both explods on the first hit so i changed the animelemno to 6 for the second and it works but...... im still getting that problem (more noticable on the second hit)

[State 200, Explod]
type = Explod
triggerall = numtarget
trigger1 = animelemno(0) = 5
trigger1 = target,time = 0
anim = 8001
ID = 8001
pos = target,const(size.ground.front)-10,-70-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 200, Explod]
type = Explod
triggerall = numtarget
trigger1 = animelemno(0) = 6
trigger1 = target,time = 0
anim = 8001
ID = 8002
pos = target,const(size.ground.front)-10,-40-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0


@ PotS what triggers would you recommend that would make them less restricted?




EDIT:[State 200, Explod]
type = Explod
triggerall = numtarget
triggerall = hitcount = 1
trigger1 = animelemno(0) = 5
anim = 8001
ID = 8001
pos = target,const(size.ground.front)-10,-70-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 200, Explod]
type = Explod
triggerall = numtarget
triggerall = hitcount = 2
trigger1 = animelemno(0) = 6
anim = 8001
ID = 8002
pos = target,const(size.ground.front)-10,-40-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

This works BUT not at distance for both (taking into account what pots said about animelem time being wrong) any ideas?




EDIT2: sorry for the long post but some progress.......


hit 1 no longer doesnt show at range it works fine both hits show now, BUT if hit 1 misses(by being too far) hit 2 plays the first spark...... which is out of position and meant for hit 1.

[State 200, Explod]
type = Explod
triggerall = numtarget
triggerall = movehit
trigger1 = hitcount =1
anim = 8001
ID = 8001
pos = target,const(size.ground.front)-10,-70-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 200, Explod]
type = Explod
triggerall = numtarget
triggerall = movehit
trigger1 = hitcount = 2
anim = 8001
ID = 8002
pos = target,const(size.ground.front)-10,-40-floor(p2bodydist Y)
postype = p2
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 7
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0
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Bastard Mami

use animelemno(0) = X && movehit =1 for the first one and   animelemno(0) = Y && movehit =1  for the second one.

Noctis

If this wasn't figured out already I was going to suggest using something like this.

trigger1 = (HitCount = 1) && (MoveHit)

and for the second hit add another explod/helper but make it like this

trigger1 = (HitCount = 2) && (MoveHit)

and so on...

If the second explod/helper is in a different state then just leave it at HitCount = 1.
I use this all the time and it always works fine.

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BC

"trigger1 = (HitCount = 1) && (MoveHit)

and for the second hit add another explod/helper but make it like this

trigger1 = (HitCount = 2) && (MoveHit)"


Tried that, works fine untill you miss with the first hit, and hit with the second it ends up playing the first explod.


Quoteuse animelemno(0) = X && movehit =1 for the first one and   animelemno(0) = Y && movehit =1  for the second one.

This works  but still has that ocassional hitspark miss (more rare this time) but still there...






here is also a video  at 5 & 13 seconds it happens (first part hits but 2nd hitspark plays and when the second hit connects no hitspark plays because it already has)


http://www.mugenevolution.co.uk/glitch.wmv
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Noctis

#7
Why not split up the attack? I know it's just more time consuming, but it's faster then trying to figure out what to do right now. :P

Edit:
I just tried something and I think it might work. For the first hitspark I added a AnimElemTime(?) < 0 right before the Movehit and removed the (Hit Count = ?). Make the first ? the animation that's right after the first attack and make the second ? the animation right before the second attack.

trigger1 = (AnimElemTime(?) < 0) && Movehit

And for the second hitspark make it like this...

trigger1 = (AnimElemTime(?) > 0) && Movehit

I tried it for one of my attacks and it works...

Edit:
Nevermind... :'(
I tested it out some more and it doesn't work. If the first hit hits the opponent, but the second hit misses the second hitspark still plays. I tried playing with some hitcounts too and it still didn't work.

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BC

lol, shouldn't have to do this though..

you mean keep the first frames and the first hit in one state and make a new state with the 2nd hit and the final frames, yes i did think about doing that, i just dont like doing things the unessecary way.
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Noctis

#9
That's why I didn't suggest it at first, but it's what I would do if there aren't any other options left.
Unless you can work it out with vars.

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BC

ya know what rather than scratch my head all day i've gone with the whole 2 states thing and split the move up...... works fine now everyone (which i knew it would) but seems unecessary though right?....... i mean i hope i dont get these same problems later on as ryu has alot of multi hit moves  --;

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Noctis

Sorry I couldn't be of help. ::) At least it's working now though. Even though it's the easy way.

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"There is nothing either good or bad, but thinking makes it so."

BC

thanks for the help and everyone else.

if anyone does find a better method please let me know
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Rajaa Retired

I don't know why none of the suggestion worked before. That was a funny problem.