YesNoOk
avatar

snapbacks in mugen?? (Read 1772 times)

Started by kiLabee, February 11, 2020, 03:24:52 pm
Share this topic:
snapbacks in mugen??
#1  February 11, 2020, 03:24:52 pm
  • avatar
  • **
using the UNO tag system would you be able to code a snapback??


i think you can by having an attack trigger the changeout state right??

if you are using the 4v4 patch how would you go about doing that?
Re: snapbacks in mugen??
#2  February 12, 2020, 01:41:11 am
  • *****
  • Shame on you!
    • USA
You'd probably need to do the trick of sending the target info through the hitdef. You use
;envshake.freq =
;envshake.ampl =
;envshake.phase =
to pass the details on. @Altoiddealer: knows what I mean.
vVv Ryuko718 Updated 10/31/22 vVv
Re: snapbacks in mugen??
New #3  February 27, 2020, 05:56:06 pm
  • ****
  • Robotics Engineer
    • USA
    • altoiddealer@gmail.com
As @Odb718: said, you can attach information to an attack by using HitDef parameters that are readable by the GetHitVar trigger.

The fall.envshake parameters are not typically used and so are very good for this.
Also, without a "fall.envshake.time" parameter, these do not have any effect on gameplay (aside from what you are re purposing them for).

Note that the fall.envshake.ampl parameter is most reliably used for Int values and the other 2 for float values.

Quote
fall.envshake.freq: See below. (float)
fall.envshake.ampl: See below. (int)
fall.envshake.phase: Returns values set by the fall.envshake.* parameters in an attacker's hitdef. (float)


*Edit* See my post here for more details and example usage

Last Edit: February 27, 2020, 06:15:06 pm by altoiddealer