Remove blue screen delay from Hyper Attacks

Started by DestinNotDustin, February 19, 2017, 09:51:27 PM

Previous topic - Next topic

DestinNotDustin

For reference, lets use KFM. I'm attempting to remove the blue screen pause when KFM performs his Hypers, Triple Kung Fu Palm and Smash Kung Fu Upper. The end result should result in Hypers activating instantly. Looked in KFM.CNS in Chars -> KFM folder, and Common1.CNS in Data folder, and searched 'superpause' and 'supermovetime' on the forums, but couldn't find a solution.

Prime SC

The hypers dont start instantly because the animation time is long. If you go in the animations for kung fu palm etc. One of the animations time should be 50 or a higher number in general change it to something like 5 and the animation should play with no pause

DestinNotDustin

KFM.air in the KFM folder and fightfx.air in Data folder. If its ok with administration, I'll keep the topic open until the issues resolved.

Prime SC


vgma2

Kung Fu Man's .cns

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 100
sound = 20, 0
poweradd = -1000

This is the sctrl that creates the super pause during KFM's Triple Kung Fu Palm.

Prime SC

Yeah thats how u get rid of that but it looked like his main issue was trying to get the move to go instantly

DestinNotDustin

There it is vgma2! I wanted to remove the SuperPause altogether.
For general frame data, I assume Fighter Factory + .AIR file would be best way to go? I prefer editing the files in Notepad instead if possible.

vgma2

If you remember the Action number for the animation, then using notepad to edit .air files should be fine.
I could've sworn that kfm's actual frame data didn't include the pause in his animation?  Well, I could be wrong.

DestinNotDustin

Quote
[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 0
sound = 20, 0
poweradd = -1000
This is the code I have, but the SuperPause still persists.

vgma2

anim determines the animation number of the SuperPause effect from your hit sparks.
SuperPause documentation.

What you actually want is no super pause at all.

You can do this by changing the sctrl type to Null.

Quote[State 3000, Super A]
type = Null
trigger1 = AnimElem = 2, 1
pos = 25, -57
anim = 0
sound = 20, 0
poweradd = -1000

Turning a type sctrl into Null will disable the effects of the sctrl.  (If you perform variable assignment in the triggers, I don't think Null will disable those.)

Odb718

I always find it best to comment out chunks of code I dont want to use any more while working on the character.
If/When I remember to clean them up before release I can see that the code is grey inside Fighter Factory 3, and I just highlight and delete it.
If I comment it out and I end up needing it later, you can comment it back in fast. You just hit
backspace, down arrow,
backspace, down arrow,
backspace, down arrow,
backspace, down arrow,
and it'll delete the ; from in front of the code.

Like vgma2 mentioned, using Null wont deactivate your triggers. Not a big deal but they shouldnt be running.
vVv Gouken718 vVv SabreTooth718 vVv


vgma2

^If you don't mind using that method, it's not a big deal.
But if you've got LOADS of code that might be potentially restored, doing that is a pain.  :-X

DestinNotDustin

Appreciate the advice you three have provided and for pointing me in the right direction. And thank you Vgma2 for your patience resolving this issue, the "Null" solution gave me the desired effect!

Quote from: Odb718 on February 20, 2017, 09:11:34 AM
I always find it best to comment out chunks of code I dont want to use any more while working on the character.
If/When I remember to clean them up before release I can see that the code is grey inside Fighter Factory 3, and I just highlight and delete it.
If I comment it out and I end up needing it later, you can comment it back in fast. You just hit
backspace, down arrow,
backspace, down arrow,
backspace, down arrow,
backspace, down arrow,
and it'll delete the ; from in front of the code.
Me too! Was typing '//' for commenting out segments of code, but ';'is much simpler.