launcher coding help

Started by the mummy, October 30, 2007, 07:58:05 AM

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the mummy

ok, I hate to have to bug somebody about this, but I can't figure out how to code a launcher.

and i need the code for the jump right after

thank you in advance

Bastard Mami

a launcher is a normal attack, with a negative velocity for Y,and a fall = 1 parameter on it's hitdef.

about the jump after the launcher, just cancel to a jump state likke you would cancel in a nromal combo.

if you can't grab those concepts, you are walking before crawling.

the mummy

I understand basic attacks and canceling, I would just like to expand my knowledge
a bit.  anyway, I the fall = 1 part works ( the opponent falls as though he's been tripped)
but what velocity do I modify?

; Standing Medium Kick
; CNS difficulty: easy
[StateDef 240]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 240
poweradd = 20
sprpriority = 2

[State 240, 1]
fall = 1
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 36
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 240, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



DemonicDrPhil

in the HitDef modify the ground one for the launcher connecting grounded opponents and the air one if you want the launcher to behave the same way for jumping opponents (usually the case)

I did it for my Yoshi and the results were pretty OK.  I however canceled to the standing anim so that the user could hit up and choose if they want to pursue the opponent in the air or not.  Not sure if this was the best way to do that but most launchers (systems not attack) require input from the player to get the character to actually pursue the opponent into the air
Latest Yoshi alpha ready for feedback Aug 15th check here for details...

the mummy

good to see another nocturnal around.

anyway, the ground velocity was the root of my problem and now canceling to the jump works just fine.
now by cancel to the standing anim do you mean.. oh, I just answered my own question.
thanks again.

ultimatedude

ground.velocity = -4,-3

(REPLACE -3 WITH ANY OTHER NUMBER)

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