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KoopaKoot being Stupid.....

Started by KoopaKoot, February 26, 2009, 07:21:24 AM

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KoopaKoot

February 26, 2009, 07:21:24 AM Last Edit: April 03, 2009, 11:05:11 AM by KoopaKoot
Copy/Paste from the Guild. [E] recommended I get you guys attention

Basically I would like to be able to juggle an opponent after particular moves, without screwing up the limiter triggers, resulting in this.

Thanks in advance.

Don't forget to dumb down your response, so I can understand it.
  :P

EDIT:

Crisis averted. :clpeng:


Click Here.

KoopaKoot

Bump.....

Renamed thread rather than creating a new one.

Right. I finally overcame laziness enough to work on May Lee some more. I was working on her "Hero Uke" move and it reverses moves, like it's supposed to. But:



I know there's no explod right now....

The hits of the move still add for a reason I can't quite understand.  ???

[State 10250, Reversal]
type=reversaldef
trigger1= animelem=4
attr = S,SA
reversal.attr= SCA,NA,SA,HA
pausetime = 0,20
sparkno = -1
sparkxy = 0,0
hitsound = s6,0
p1stateno = 10251;[This is the transition anim which also has a reversal def, so it can guard multiple hit attacks





Click Here.

Anjel

I am not sure if there is another way but I would add
[State 0, HitAdd]
type = HitAdd
trigger1 = !time
value = -1
ignorehitpause = 1

in the next state (state 10251 for you),

KoopaKoot

It works. YES. Gotta hurry before Ahuron decides to make May Lee again.   :RIDIN:

Thanks.  :)


Click Here.

The_None

Actually, the HitAdd stctrl was not really THAT needed. All you had to do is to put the "numhits = 0" in the ReversalDef (just about any HitDef param works for ReversalDefs too).

Anjel

Quote from: The_None on April 04, 2009, 02:29:45 AM
Actually, the HitAdd stctrl was not really THAT needed. All you had to do is to put the "numhits = 0" in the ReversalDef (just about any HitDef param works for ReversalDefs too).

Yeah, I knew there was another way, I just ain't so big on ReversalDefs, since I only used it once.

KoopaKoot

April 04, 2009, 01:41:28 PM #6 Last Edit: April 20, 2009, 06:35:19 AM by KoopaKoot
Oh yeah, numhits, I've used those before....now you know why the thread is named a such. A more difficult problem now. I've noticed this in many characters:

When a character is hit and can be juggled, hitting them with a normal is supposed to send them into anim 5040 after the hitstun, but that doesn't happen with my characters (and others as I previously mentioned).

What is missing? If it involves custom states, then I wont bother.


Click Here.