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Throw/hold

Started by mohamedj12, February 28, 2010, 09:12:13 PM

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mohamedj12

Ok well Im making a move we the char graps and hold the opponent then headbutts him and sends him flying the only part i really need help on is the grap and hold parts can you guys help me out here is the animation should look like plz help

QuoteHole animation 
Quote

Quotegrap animation
Quote

Cyanide

Have a look at how KFM does his throw.

Basically you have 2 anims. One that starts the grab and hits. It then uses p2stateno and p1stateno to send you and p2 into special states. You use
targetbind
to hold p2 in place. He uses changeanim2 and selfstate to use a specific anim and revert to his own states once he's been hit.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

mohamedj12

ok i check it out and know what to do but the only thing the bothers me is the postion for some reason it just spins and when i grap him so i decide to just make a new state but the one think thats not really working is the targert bind here is the code i have right know

Quote[Statedef 452]
type = S
movetype = A
physics = N
juggle = 0
anim = 452
ctrl = 0
sprpriority = 5


[State 452, HitDef]
type = HitDef
triggerall = hitcount < 3
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
attr = SCA, NP
animtype = High
damage  = 200
getpower = 0
givepower = 0
guardflag = MA
sparkno = -1
sparkxy = -10, -7
guard.sparkno = -1
ground.type = High
ground.slidetime = 20
ground.hittime = 40
ground.velocity = -10,-4
air.velocity = -9.9,-5
air.animtype = Back
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = animelem = 3
time = 110
id = -1
pos = 0,0



[State 452, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Xinos

Doesn't fighter factory have a throw creator? You could use that, but I haven't used it myself, and I can't speak for how reliable it can be.

mohamedj12

Quote from: Xinos on March 01, 2010, 12:52:54 AM
Doesn't fighter factory have a throw creator? You could use that, but I haven't used it myself, and I can't speak for how reliable it can be.

yea it does and its my first time trying to use it as well but i dont want to mess around with it so i left it alnoe and im trying to use a different state

Cyanide

Targetbind in my post is a clickable link.

There's no starter hit/miss state there either. Also, it's best not to actually DO hit's in a throw, as someone else could potentially knock them away from your throw. You simulate them with explods and sounds.

They'll be spinning in place because you've bound them for 110 ticks at your 0,0 axis. You have fall set but they can't actually reach the point where the fall is allowed to cancel so until the 110 is over, they stay where they've been put.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Momotaro

Use targetbind because FF throw maker is crappy.

EDIT: And of course there is no real hits in a throw state, you have to simulate them.
(Explods, playsnd, targetlifeadd, hitadd, envshake...)

mohamedj12

ok guys here is a code for throw i was looking at to which is the first one it smooth he sent flying and its perfect but then there is mine and for some reason he doesnt go flying and just stays spinning in the air can u tell me what the problem is

Quote
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = S2, 9
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1

[State 0, PlaySnd]
type = PlaySnd
Trigger1 = time = 10
value = S3,14

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 26, -41

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 18, -41

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -18, -40

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -28, -39

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -28, -40

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -26, -40

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 13, -38

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 8
pos = 20, 0

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 8
helpertype = normal
name = "Snd"
ID = 5605
stateno = 5605
pos = 0,0
postype = p1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
value = S1,3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S3,19

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 8
x =1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 8
anim = 6060
ID = 6060
pos = 0,0
postype = p1
bindtime = 1
removetime = -2
scale = 0.5,0.3
sprpriority = 0
ownpal = 1

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 5600

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

Quote[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = S2, 9
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 25, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 48,0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 64,-11

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 75,-13


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S3,19

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElem = 8
x =0

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 14
value = 5600

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

Cyanide

State 5600 doesn't exist, why are you sending him there anyway. Told you to use a selfstate in p2's custom state to return him to his own states. I recommend 5050.

selfstate


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

mohamedj12

ok i get wat your saying and 5600 existed in that guys char i tried it and it working thanks