Facing Help

Started by Sean Altly, December 29, 2007, 08:07:47 AM

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Sean Altly

My current WIP, Bloodtide, has a special move where she does a twirling jump (which passes through close opponents) and performs a quick barrage of kicks when she lands. What I need help with is that when she lands on the other side after she passes through someone, she kicks at the air because now her opponent is behind her. What I want to do is make it so that she recognizes she's not facing her opponent, so that she either A) does not do the kicks or B) automatically turns and kicks. Any ideas? Here's the code for the move:

Quote;-----------------------------------------
;twirljump
[StateDef 2021]
type = A
movetype= A
physics = A
juggle  = 1
velset = 5,-4
ctrl = 0
anim = 2021
poweradd = 20
sprpriority = 0

[State 2000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 2020

;--------------------------------------
;twirlland
[Statedef 2020]
type    = S
movetype= A
physics = S
anim = 47
sprpriority = 1
velset = 0,0

[State 2020, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2020, 2]
type = PlaySnd
trigger1 = Time = 0
value = s40, 0

[State 2020, 3]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 2020, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 2020, 6]
type = MakeDust
trigger1 = time = 1
pos = -10, 6
pos2 = 10, 6
spacing = 1
;ignorehitpause = 1



[State 2020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 2022
ctrl = 1

;---------------------------------------------
;twirlkick
[StateDef 2022]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2020
poweradd = 20
sprpriority = 2

[State 2022, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2022, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2022, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 35
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2022, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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Cyanide

[state 2022]
type = turn
trigger1 = p2dist X< -10



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.

Sean Altly

That worked perfectly, AGAIN. Thanks! Sheesh, dude, you're awesome. No wonder you're a Global Moderator.

*Bows*

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