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How do you code air dashes?

Started by zabuzafreak, September 06, 2007, 04:49:37 AM

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zabuzafreak

Well I used the search button, but I didnt find anything relevant.

How do you code air dashes?

sorry if this is in the wrong section...
MUDA DA!
UN DABUDABUDABUDABUDABUDABUDABU OEAHH!!
ZA za Warudo!!
Tokyo Tamare
KYAAAH!!
Soshe Tokyo Mokidas
UnDABUDABU
WRYYYYYYYYYYYYYYYYYYYYYYY!!!

Cyanide

no reason why you would find something on this. It's kinda too easy to bother creating a special code for.

I mean, how would you code a dash for a normal move? Do that and stick it in the air instead. There are a few tweaks to make it work a little better but in general not hard.


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.

zabuzafreak

Thanks for your help, and this is what I did in my CMD.

triggerall = command = "FF"
trigger1 = Statetype = A

but in the CNS I'm not sure what to do... do I just tell it to run the animation for a ground dash?

like
[Statedef #]
type = A
physics = A
anim = 100

[State #, #]
type = changestate
value = 0
ctrl = 1


I'm really sorry for asking such an easy question, its just I'm not really good with code... I'm still learning, I just find the docs really confusing and when I try to learn from existing characters, I find their code extremely hard to navigate...
MUDA DA!
UN DABUDABUDABUDABUDABUDABUDABU OEAHH!!
ZA za Warudo!!
Tokyo Tamare
KYAAAH!!
Soshe Tokyo Mokidas
UnDABUDABU
WRYYYYYYYYYYYYYYYYYYYYYYY!!!

Cyanide

Is that the animaion you want to play? Play the animation for a punch if that's what's required.

I don't mind answering easy questions, i just answer them in a roundabout way in order to make YOU think about what you're trying to do. It's better if i help you work out the answer rather than give it to you.


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.

zabuzafreak

well thank you for your help, because I finally got it working. It did however take me 2 hours, after reading your reply, but at least I got it done.

I put the veladd command in the CNS, making the character, actually move through the air, while going through the animation. THanks Again  ;D

Now that I've got that out of the way, is there anyway to rename my topic, because now I have a more advanced problem.

I'm working on a Super for a private edit I'm doing. (same one I had trouble with the air dash on)

See I'm not good enough, to make a char from scratch, so I'm editing a char I downloaded, and trying to learn some things about code.

Well... first off my number one problem is, I've NEVER used the superpause before... so I don't even know what I'm supposed to put here.

Fighter factory brought up a lot of things, and the only ones I knew what to do with, were the Sound, Time, and Anim... everything else is really new to me. Also... I don't actually want the super to go off, unless a check hit lands... (kinda like SF3 Ryu's SRK super)

Basically... how do I do this? Because I was thinking about using a change state, like

[Statedef #]
type = S
physics = S
ctrl = 0
anim = #

[State #, Check Hit]
type = hitdef
(rest of normal hit stuff)

[State #, Check Hit2]
type = varset
triggerall = playerhitby (not sure if this is the right command)
trigger1 = var(#) != 1
value = #, 1 (not sure if thats how you use varsets)


Then add another state for the super, once the variable is set to 1

[Statedef #]
type = S
physics = S
ctrl = 0
anim = #

[State #, superpause & checkvar]
type = superpause
trigger1 = var(#) = 1
etc

[State #, hitdefs etc]


I know this stuff is really advanced, but I really want to learn it. I already know how to code hitdefs... I just want to become more aquainted with Supers, so that I can move on to bigger things... because if I code supers without superpauses, then my characters will be brokesauce... because they won't get their damage scaled...

Also, I'm not even sure if I'm headed in the right direction... I am just going with what looks like it might be right, using fighter factory... and my EXTREMELY limited knowledge of how variables work.
MUDA DA!
UN DABUDABUDABUDABUDABUDABUDABU OEAHH!!
ZA za Warudo!!
Tokyo Tamare
KYAAAH!!
Soshe Tokyo Mokidas
UnDABUDABU
WRYYYYYYYYYYYYYYYYYYYYYYY!!!

Bastard Mami

you got me a bit confused, since you seem to want to have 2 super pauses ;how do you want the move to work?

zabuzafreak

no, I only want one super pause, but I want there to be an initial hit, that if it connects, it goes into super.

Also, any help on how to use superpause... like what to fill in for the pos and stuff...
MUDA DA!
UN DABUDABUDABUDABUDABUDABUDABU OEAHH!!
ZA za Warudo!!
Tokyo Tamare
KYAAAH!!
Soshe Tokyo Mokidas
UnDABUDABU
WRYYYYYYYYYYYYYYYYYYYYYYY!!!

ZzEzZ

if u want 2 learn how to fill in the values and w/e for the superpause, check here http://mugenguild.com/docs and go 2 the state controller reference section
as for your question on triggering a superpause as soon as a move makes contact, use trigger1 = movecontact ;)

zabuzafreak

thanks a lot, now I can finish my character.
MUDA DA!
UN DABUDABUDABUDABUDABUDABUDABU OEAHH!!
ZA za Warudo!!
Tokyo Tamare
KYAAAH!!
Soshe Tokyo Mokidas
UnDABUDABU
WRYYYYYYYYYYYYYYYYYYYYYYY!!!