News:

MFG's Character of the Month: October 2026 Nominations

Main Menu

ScreenBound

Started by DJMouF, July 26, 2019, 07:33:03 AM

Previous topic - Next topic

DJMouF

Here's the problem. The opponent is being blasted with a beam and of course the screen bound camera is set on the opponent when the bodyedge reaches it's distance. My question is, is there way to make the player, who shot the blast, do my other state other than the off screen dash? I'm trying to make a following attack once the camera is off him and the previous attack is finished...

Odb718

So there's a changestate that switches from the blast to the off the screen dash move. You'd just have to change that changestate to your new StateDef number.
But obviously you'd need to set up the new state first. Are you confused on how to make that state?
vVv Gouken718 vVv SabreTooth718 vVv


DJMouF

Quote from: Odb718 on July 26, 2019, 08:25:49 AM
So there's a changestate that switches from the blast to the off the screen dash move. You'd just have to change that changestate to your new StateDef number.
But obviously you'd need to set up the new state first. Are you confused on how to make that state?

yeah

Odb718

You'll define the statedef by putting something like this,
Spoiler (click to show)

[Statedef 718, SD718]   ;Rename it
type = S          ; SCA
movetype = U      ; AIHU
physics = S       ; SCANU
anim = 0          ;refers to the .Air file
;velset = 0,0     
;ctrl =            ;
;poweradd =
;juggle =          ; Not used unless movetype becomes A
;facep2 =          ; will allow your back to be turned
;hitdefpersist =   ; drop all attacks
;moveHitPersist =  ; Needed for MoveContact to remain true
;hitcountpersist = ; Start a new combo
;sprpriority =     ; Stand behind everything

in your CNS.

This isn't much of a state, so you'll need to add the parts of the move you want. You'll want ScreenBound, and VelSet/Add, and a PlaySnd, and all the other stuff. Maybe an AssertSpecial.

Use debug to find out the state number of the regular off screen dash in move. You'll want to see how it works. If it's very similar to what you want to have happen, Copy and Paste it. Then renumber it. Use that new number in your ChangeState.

What's the new move supposed to do???
vVv Gouken718 vVv SabreTooth718 vVv


DJMouF

Quote from: Odb718 on July 29, 2019, 11:14:40 AM
You'll define the statedef by putting something like this,
Spoiler (click to show)

[Statedef 718, SD718]   ;Rename it
type = S          ; SCA
movetype = U      ; AIHU
physics = S       ; SCANU
anim = 0          ;refers to the .Air file
;velset = 0,0     
;ctrl =            ;
;poweradd =
;juggle =          ; Not used unless movetype becomes A
;facep2 =          ; will allow your back to be turned
;hitdefpersist =   ; drop all attacks
;moveHitPersist =  ; Needed for MoveContact to remain true
;hitcountpersist = ; Start a new combo
;sprpriority =     ; Stand behind everything

in your CNS.

This isn't much of a state, so you'll need to add the parts of the move you want. You'll want ScreenBound, and VelSet/Add, and a PlaySnd, and all the other stuff. Maybe an AssertSpecial.

Use debug to find out the state number of the regular off screen dash in move. You'll want to see how it works. If it's very similar to what you want to have happen, Copy and Paste it. Then renumber it. Use that new number in your ChangeState.

What's the new move supposed to do???


Alright I'll definitely give it a shot. It's a follow up attack after the last attack completes with the screenbound. The follow up attack works just fine when there's no screenbound involved though.