Multiple Air Attack Problems

Started by MUGENforever, February 10, 2008, 07:27:31 AM

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MUGENforever

nothign happens/chages when I add that.

VinnyJ

#21
Post the air file animations for those states.

Also, I'd take what TempesT said about CtrlSet, it should work.
KFM has this code block and it works.

Negative Edge

 ???

[State 600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

was this removed before you add the changestate i posted?

MUGENforever

Yes, I added it back though aand tried, I thought it worked, but it didn't.  Here is the air files for air attacks.

AIR___________________

;Air Light Punch
[Begin Action 600]
Clsn2: 1
  Clsn2[0] = -23, -108, 23, -38
605,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 20, -97, 55, -64
Clsn2: 1
  Clsn2[0] = -27, -108, 20, -38
605,1, 0,0, 8
Clsn1: 1
  Clsn1[0] = 20, -97, 55, -64
Clsn2: 1
  Clsn2[0] = -27, -108, 20, -38
605,1, 0,0, -1


;Air Medium Punch
[Begin Action 601]
Clsn2: 1
  Clsn2[0] = -44, -109, 22, -44
615,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 4, -94, 61, -62
Clsn2: 1
  Clsn2[0] = -31, -107, 17, -46
615,1, 0,0, 8
Clsn1: 1
  Clsn1[0] = 4, -94, 61, -62
Clsn2: 1
  Clsn2[0] = -31, -107, 17, -46
615,1, 0,0, -1


;Air Hard Punch
[Begin Action 602]
Clsn2: 1
  Clsn2[0] = -25, -109, 22, -38
740,1, 0,0, 3
Clsn1: 1
  Clsn1[0] = 17, -95, 47, -52
Clsn2: 1
  Clsn2[0] = -30, -105, 18, -42
740,2, 0,0, 5
Clsn2: 1
  Clsn2[0] = -24, -108, 21, -43
740,1, 0,0, 2
Clsn1: 1
  Clsn1[0] = 2, -89, 51, -58
Clsn2: 1
  Clsn2[0] = -30, -107, 14, -45
740,3, 0,0, 5
Clsn1: 1
  Clsn1[0] = 2, -89, 51, -58
Clsn2: 1
  Clsn2[0] = -30, -107, 14, -45
740,3, 0,0, -1


;Air Light Kick
[Begin Action 604]
Clsn2: 1
  Clsn2[0] = -24, -112, 32, -48
400,0, 0,-50, 3
Clsn1: 3
  Clsn1[0] = 14, -98, 36, -78
  Clsn1[1] = 26, -70, 66, -47
  Clsn1[2] = 1, -80, 39, -57
Clsn2: 1
  Clsn2[0] = -20, -105, 15, -48
410,0, 0,-50, 7
Clsn1: 3
  Clsn1[0] = 14, -98, 36, -78
  Clsn1[1] = 26, -70, 66, -47
  Clsn1[2] = 1, -80, 39, -57
Clsn2: 1
  Clsn2[0] = -20, -105, 15, -48
410,0, 0,-50, -1


;Air Medium Kick
[Begin Action 605]
Clsn2: 1
  Clsn2[0] = -22, -114, 36, -48
400,0, 0,-50, 3
Clsn1: 1
  Clsn1[0] = 6, -74, 76, -47
Clsn2: 1
  Clsn2[0] = -22, -112, 25, -46
400,1, 0,-50, 8
Clsn1: 1
  Clsn1[0] = 6, -74, 76, -47
Clsn2: 1
  Clsn2[0] = -22, -112, 25, -46
400,1, 0,-50, -1


;Air Hard Kick
[Begin Action 606]
Clsn2: 1
  Clsn2[0] = -28, -109, 27, -46
620,0, 0,0, 3
Clsn1: 2
  Clsn1[0] = 69, -65, 95, -46
  Clsn1[1] = 21, -92, 69, -48
Clsn2: 2
  Clsn2[0] = -34, -72, -14, -48
  Clsn2[1] = -15, -108, 23, -47
620,1, 0,0, 6
Clsn1: 2
  Clsn1[0] = 69, -65, 95, -46
  Clsn1[1] = 21, -92, 69, -48
Clsn2: 2
  Clsn2[0] = -34, -72, -14, -48
  Clsn2[1] = -15, -108, 23, -47
620,1, 0,0, -1


Here is the CNS for an air atatck, didn't post them all cause they're basically the same with diff animations and stuff.

CNS_____________________________

;------------------------------
;Air Hard Kick
[StateDef 606]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 606
poweradd = 65
sprpriority = 2

[State 606, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 65
animtype = Light
guardflag = MA
hitflag = MAF
priority = 7, 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

Here is the CMD

CMD_________________

[command]
name = "Air Hard Kick"
command = c
time = 15

[command]
name = "Air Medium Kick"
command = b
time = 15

[command]
name = "Air Light Kick"
command = a
time = 15

[command]
name = "Air Hard Punch"
command = z
time = 15

[command]
name = "Air Medium Punch"
command = y
time = 15

[command]
name = "Air Light Punch"
command = x
time = 15

[Statedef -1]

;Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 606
triggerall = command = "c"
triggerall = statetype = a
trigger1 = (statetype = a) && ctrl

;Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 605
triggerall = command = "b"
trigger1 = (statetype = a) && ctrl

;Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 604
triggerall = command = "a"
trigger1 = (statetype = a) && ctrl

;Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 602
triggerall = command = "z"
trigger1 = (statetype = a) && ctrl

;Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 601
triggerall = command = "y"
trigger1 = (statetype = a) && ctrl

;Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = (statetype = a) && ctrl


Thanks for the help everyone, I'm gonna call it a night, see you tomorrow, hopefully womeone has the solution by then.

Negative Edge

;Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 606
triggerall = command = "c"
triggerall = statetype = a <--- thats not needed.
trigger1 = (statetype = a) && ctrl

Bastard Mami

i know what the problem is, but is better if you first say how do yo want your air attacks to behave. do you want to be able to do more aerial attacks  after the current one is over (like the vs series games) or do you want to be able to do just one aerial attack (like sf and kof games) ?

for case 1, you want to have a finite animation, that does not end on -1, and in the cns you will have a change state to state 50 with ctrl = 1.
for case 2 you just delete the changestate and instead make the animation infinite by either putting -1 in the end, changing to an alt animation or putting the frames of the alt animation in the end of the regular attack animation.

MUGENforever

#26
I was going for case 1 where my character can swing more than once in the air.

If I take out the -1 at the end of the air file, the character, doesn't get stuck once he hits the ground, but his attack loops over and over in the air.

mug3nM8n

hey man here is my jumping medium kick code,

; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2


[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S3,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4


notice theres no changestate, thats what works for me, try it out, obviously edit it to your needs. also in the animations section in fighter factory (whilst using this code) if on the last frame of the attack you also click loopframe, it tends to just do the move once, and with this code it "should" work, i havent had any problems using it

MUGENforever

Thank you so much, it works now, I took out the -1 from the animation and clicked loopframe and it works, thank you and everyone else for the help.