Problem with Exploding distance

Started by dawsonlam, July 12, 2013, 04:37:20 PM

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dawsonlam

Hi!!!
I have a big issue right now!!!

Chameleon's normal blast wave fires this way!!!




and this is the result!!



Akuma's wave fires this way


and this is his result!!



I want my chameleon wave bomb to have the same result as AKUMA!!
I want Chameleon projectile to send people flying into the air just like AKUMA
like pause time, distance, and unable to recover!!!

I tried to code already using this format!!!

[State 0, Explod]
type = Explod
trigger1 = time = 55 = anim = 3004 && animelem = 4
trigger2 = time = 55 = anim = 3004 && animelem = 9
trigger3 = time = 55 = anim = 3004 && animelem = 16
trigger4 = time = 55 = anim = 3004 && animelem = 23
anim = 1301
ID = 1301
pos = 0,-87
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

and it was NO GOOD
then i tried it this way.

[State 1301, HitDef]
type = HitDef
trigger1 = animelem = 4
attr = S,NA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
;affectteam = E          ;B,E,F
animtype = Hard         ;light,medium,hard,back,up,diagup
air.animtype = Hard
fall.animtype = diagup
priority = 4,Hit
damage = 35,10
pausetime = 70,90
guard.pausetime = 75,95
sparkno = 3
guard.sparkno = 5
sparkxy = -30,-60
hitsound = S1301,0
guardsound = S1301,0
ground.type = High      ;Low,Trip,None
air.type = High
ground.slidetime = 25
guard.slidetime = 9
ground.hittime = 274
guard.hittime = 7
air.hittime = 176
guard.dist = 450
yaccel = 264.7
ground.velocity = -64,-54
guard.velocity = -20
air.velocity = -264,-12.74
airguard.velocity = -264,-12.74
;mindist = 0,0
;maxdist = 0,0
;sprpriority = 1
fall = 1
fall.damage = 15
air.fall = 1
down.velocity = -64,-54
down.hittime = 276
down.bounce = 5
chainID = 5
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
envshake.time = 6
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 0
fall.envshake.time = 6
fall.envshake.freq = 90
fall.envshake.ampl = -4
fall.envshake.phase = 0

And it still didn't work!!!
Please can someone tell me if their is a way to change it or not!!

Chameleon's explosion code is
Number 1310
group 1301,4


I really want his bomb to work exactly like AKUMA!!! Please help me if it is possible thankyou!!



      Posted: July 12, 2013, 09:45:17 PM
is their a way i can fix this issue

dawsonlam

HELP!!! Can someone teach me or explain how to switch the P2 distance of an attack to make the oppoent flying upward hard in slow motion from the attack change the attack from low to high

dawsonlam

HELP!!!!!!!!!!!!!!!!!!!!
HELP!!!!!!!!!!!!!!!!!!!!
HELP!!!!!!!!!!!!!!!!!!!!
HELP!!!!!!!!!!!!!!!!!!!!
HELP!!!!!!!!!!!!!!!!!!!!
HELP!!!!!!!!!!!!!!!!!!!!
HELP!!!!!!!!!!!!!!!!!!!!
HELP!!!!!!!!!!!!!!!!!!!!

Jmorphman

Do not bump your own topics in the help section. It's not gonna magically get someone to help you.

Jmorphman

C'mon, dude, don't sockpuppet. You're not even trying. And there will be consequences.

I don't know how to fix it, if I did I would tell you. I'm pretty awful at solving other people's bugs in the help section. Hopefully someone will come along and be able to help you, but there is and shouldn't be any guarantee of that. Thus is just a hobby, after all. But I will say that bumping your threads isn't gonna get you any help and will, in fact, possibly turn people off from trying. I fail to see how my trying to advise you of the rules is in any way disrespectful, but hey, you can see things the way you want to see them.

AlexSin

#5
@[user id=44337]dawsonlam[/user]:
use the ctrl + D (debug mode) to see in what state Chameleon is when he makes the technique; ctrl + D again (if you have Akuma in the same fight/battle) to see the state Akuma is in when he performs the technique you want to emulate. It should be helpful to know the statedefs of each move.
Using an explod resolves nothing.

An explod is a "cosmetic" effect;
a hitdef is used when you want to perform a physical attack (punch, kick; they are also used in helpers).
A projectile is, as the word says, a projectile. :P
Maybe you're searching for a helper, that is "summoned" in a state. In this case I don't mean someone who helps you, the helpers are another thing; sure, you can use them to make others who help you, but perhaps the "bomb" is a helper.
So you should edit the hitdef of said helper to look like the other one.

The things you should edit (in the hitdef of the helper or of the projectile) are:

ground.velocity =
air.velocity =


Use these tags to show codes next time instead of making a huge post.

Don't be so desperate! :P

Markpachi

Why not copy the projectile codes used for Akuma and integrate it into Chameleon? The only things you'll need to do is copy-paste the codes that Akuma's projectile had, replicate the animations that Akuma has in his AIR file, and add them into Chameleon.

It's not that hard.

Rest in peace, Tamez. Thank you for everything.

AlexSin

I wanted to teach him how to modify something instead of copypasting a coding without understanding what this and that mean. :P

Markpachi

He can still do that while he copies the code. That is, if he really wants to learn.

Rest in peace, Tamez. Thank you for everything.

dawsonlam

Ok guys thank you for your help!!

This is as far as i could get to making this CHAMELEON as close as possible to the way i wanted him to be some what close to Shin lvl 2 AKUMA
Thank you both very much for your help it was a journey to understand but i finally found a way to make him closely almost to a likeness towards this AKUMA.











THIS LAST EDIT I'M TRYING TO DO IS MAKING akuma SCREAM IN THE FALL STATE!!!
But for some reason i just can't figure that out!!!

attr = S, HT                     ;Attribute: Standing, Normal Attack
damage = -hitcount*5+30, 0                   ;Damage that move inflicts, guard damage
affectteam = B
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 4, Hit   

fall = 1
fall.recover = 1
air.hittime = 12

i'm pretty sure it's one of these i want the opponet to recover so it fair for them to make a retalitated attack but if their too weak to try Chameleon will grab them from within the air.

So i will slow up the air time up their for the opponent!!

The ice is just beta for now i'm almost done creating the whole clones then i want them to be grabbable and be used to be thrown at people!!!

But as to that  he's almost done!!

Then i can finally go back to my other projects!!!

Oh and as a gift to you guys i would like to give you my REMIXED version of
KEN LVL 2 and RYU lvl 2
just acknowledge them as beta verision of lvl 3!!!

These chars are very tough and they both pack a huge punch and great combos and they can make a great team, when their together they can beat almost anybody.





enjoy and thanks again ^^

http://www.4shared.com/zip/FOH9j4vk/Ryulvl3.html
http://www.4shared.com/zip/kSnGVE-Z/kenlvl3.html

thanks again for all your help!
and i hope u can help me one last time i just want to make CHAMELEON's greenball force ball attack make people scream when they get hit into the air but allowing his opponets to recover in the air after they scream their faint sound!!!