Whats the trick to making a charge attack. As in, running at your opponent to hit them with your fist or shoulder, and NOT a charge move like charging power. When my character uses the charge move I designed, he appears back in near my end of the arena. I can get up close and use the attack and I appear at the end of the arena. [Statedef 350]type = Smovetype= Aphysics = Njuggle = 4poweradd= 30ctrl = 0anim = 350sprpriority = 2[State 350, 0]type = PlaySndtrigger1 = Time = 2value = 0, 4[State 350, 0]type = HitDeftrigger1 = AnimElem = 1attr = S , NAanimtype = Heavydamage = 57guardflag = MApausetime = 10, 10sparkno = S8000sparkxy = -30,-50hitsound = 5,2guardsound = 6,0ground.type = Highground.slidetime = 11ground.hittime = 10ground.velocity = -5000, -5air.velocity = -2.5,50[State 350, 0]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;---------------------
Seeing there's no Vel X being set, I'm assuming you've made an animation that moves right on the X axis. Right?I would describe it as a "rush in" move btw. Look into redoing your animation. You might just want to copy/paste it into a new animation and adjust the X placements back to 0. Then use VelAdd or VelSet a few times to control where you are. You'll want a velset at the beginning and end of the state. You might want to use a few to make things move a little more natural. Set the Vel X, then add a bit more speed after a step or something. Then a veladd until it reaches around 0 and then a velset to 0 to make the whole thing stop. Do 2 at first, then mess around.
Is it possible to make an attack that only happens while dashing forward? Also, isnt it projhits that makes an attack hit multiple times?
So with that question it sounds like you enter a dash state; Probably Statedef 100.Then you press a button to do an attack. Right? If you press the attack button and you teleport back to where you started, your statedef 100's animation/velset/posset is causing problems. If you have specific questions about specific things in mugen code, you can use Mugen Class to read exactly what things do. https://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.htmland for Projectiles' attributes https://mugenguild.com/forum/topics/projhit-triggers-169927.0.htmlLook in the Master Thread for anything you want.
Odb718 said, April 08, 2020, 06:34:56 amSo with that question it sounds like you enter a dash state; Probably Statedef 100.Then you press a button to do an attack. Right? If you press the attack button and you teleport back to where you started, your statedef 100's animation/velset/posset is causing problems. If you have specific questions about specific things in mugen code, you can use Mugen Class to read exactly what things do. https://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.htmland for Projectiles' attributes https://mugenguild.com/forum/topics/projhit-triggers-169927.0.htmlLook in the Master Thread for anything you want. Well, I guess Im confusing people. I originally designed the attack to work like a "rush in" attack. But in the game in which im making the character when he dashs forward, he would use a stiff shoulder when you pressed the correct single button. In Mugen when you dash forward and use a single button attack you will use whatever your standing attacks are. So I decided to make the attack a rush in attack. But if i can make it work during a forward dash, i would rather do that.
You can use something like this:[State -1]type =ChangeStatevalue = triggerall = command = "a" && command = "holdfwd" ;<------this code here for the dash shoulder move, swith 'command = "a"' for the buttontrigger1 = StateType != A && ctrlthen for the corresponding normal attack (not the dash attack)[State -1]type =ChangeStatevalue = triggerall = command = "a" && command != "holdfwd" ;<------this code here for the normal move, swith 'command = "a"' for the buttontrigger1 = StateType != A && ctrlhope this helpsMGMURROW
MGMURROW said, April 08, 2020, 11:02:57 pmYou can use something like this:[State -1]type =ChangeStatevalue = triggerall = command = "a" && command = "holdfwd" ;<------this code here for the dash shoulder move, swith 'command = "a"' for the buttontrigger1 = StateType != A && ctrlthen for the corresponding normal attack (not the dash attack)[State -1]type =ChangeStatevalue = triggerall = command = "a" && command != "holdfwd" ;<------this code here for the normal move, swith 'command = "a"' for the buttontrigger1 = StateType != A && ctrlhope this helpsMGMURROWthis works quite well. i didnt think about the holdfwd.