alrighty as you can see from my avatar i'm making a new character, Kid Goku.he is my pride and joy at the moment.how i have a major question.WHICH SHOULD I USE HELPER OR PROJECTILE, FOR THE ACTUAL KAMEHAMEHA WAVE?also, before you answer, i would like to know something, when ever i use projectile coding, and goku is hit the beam still keeps going, HOW DO I STOP THE BEAM IF GOKU GETS HIT?i appreciate any help you guys can give.
I haven't used projectiles in 4 years so I can't be exactly sure (too lazy to read the docs), but there should be a remove projectile sctrl IIRC.Personally, I prefer helpers to projectiles since they are more flexible, and back when I was coding a Kamehameha for my ssj2 goku, it worked much better for a multi-hitting beam attack (for me).
thanks POTS for moving the topic, for some damn reason i can never figure out where to place my help questions.and Makkah i havent seen your chars lol but i'll look into them.as of the moment it is a Projectile, but i will turn it into a helper. and i'll look into the DOCs for sctrl reguarding the helper remove coding. thanks a bunch guys.here is the status on goku.http://youtube.com/watch?v=yDhiBNqfskIthe beam is at the end. i edited it myself.
eh heh..... i was never good with helper coding... maybe you guys can show me what i'm, doing wrong?firstly, i got the animation to show up correctly, and it hits 11 times (like it should) because i added 11 hit def triggers.the problem is, as you can see i added the destroyself code so it kills it self after 100 ticks ,the animation ends with a -1 image sprite so it disappears reguardless then dies off anyways. what TYPE of coding should i use for IF PLAYER GETS HIT?also how do i make it hit the opponent alot of times with out adding more triggers to it?for instances like Sagat does his Tiger Uppercut, its around 6 to 8 hits and in the coding its just 1 trigger, how can i do that?Quote; KAMEHAMEHA WAVE[Statedef 500]type = Smovetype= Aphysics = Sjuggle = 5 velset = 0,0ctrl = 0anim = 500poweradd = -1000sprpriority = 1[State 500, 1]type = PlaySndtrigger1 = Time = 1value = 0, 3[State 500, 1]type = Helpertrigger1 = animelem = 5helpertype = Normalname = "Kamehameha"ID = 500pos = 22,-30postype = P1stateno = 501ownpal = 1supermovetime = 0[State 500, 7]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1[Statedef 501]type = Smovetype= Aphysics = Njuggle = 5 velset = 0,0ctrl = 0anim = 501poweradd = 0sprpriority = 3[State 501, 1]type = PlaySndtrigger1 = Time = 1value = 0, 4[State 501, 1]type = Hitdeftrigger1 = animelem = 1 ||animelem = 2 ||animelem = 3 ||animelem = 4 ||animelem = 5 ||animelem = 6 ||animelem = 7 ||animelem = 8 ||animelem = 9 ||animelem = 10 ||animelem = 11attr = N, HAdamage = 15,0animtype = heavyguardflag = MAhitflag = MAFDpriority = 3, Hitpausetime = 0, 0sparkno = S4010sparkxy = 0, 0guard.sparkno = S510hitsound =S0,2guardsound = 6, 0ground.type = Highground.slidetime = 5 ground.hittime = 10ground.velocity = -3,0airguard.velocity = -1.9,-.8air.velocity = -4,0air.hittime = 13[State 501, DestroySelf After Ticks]type = DestroySelftrigger1 = time = 100
Firstly, none of my released characters use beams, sorry. That Goku was my first one ever, and he's long gone now. However, I still remember the method I used quite well. I simply set trigger1 to 1 and the beam's hitpause to a value that was larger than its victim's. Finally I made it disappear after a certain time period had expired.I didn't use a -1 for my animation (I looped it) so I didn't have your problem. If the player is in a fixed state during the attack, however, you can try parent, time = blah, and see how that works for you.
Satou Sei said, April 29, 2008, 04:58:26 pmuse parent, stateno to detect if the parent is still in the kamehameha state, if not, destroyself.thanks Makkah!and wow Satou that actually makes sense. but i never used Parent states befores. i assume the code is something like this *random though*[State 1000, Kamehameha]type = destroyselftrigger1 = ok i got nothing...i know you guys dont give out the exact codes, but it would be greatly appricated here.
trigger1 = parent, stateno = [insert value]That's exactly how its written, except for the "[insert value]" of coarse.
Makkah said, April 29, 2008, 11:29:25 pmtrigger1 = parent, stateno = [insert value]That's exactly how its written, except for the "[insert value]" of coarse.ok thanks alot, i'll test it out now.
sorry for double post.YOUR CODE DIDNT WORK AS I EXPECTED! *cRIES!*however! i did figure it out! lol.i used change state and destroy self. well either way i got it to work.i set it to disappear if Goku enter's states 5010,20,30 or 40, even thought 30 and 40 are some what impossible for him to reach in standing motion, i added them in case.now another problem reguarding the beam.basically it works perfect on anypart of the screen except the edges, the helper gets "corner pushed back" by the walls. how can i make the helper stick in 1 place and not move?here is a picture of it in action.
thanks everyone! it works perfectly now.for the sake of it all, i added all 3 cornerpush's.Ground, Air, Down. now i can work on his hit sparks or something.. or sounds better yet LOL.