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Lynn Baker projectile problem


dududu19

Question

Well I'm doing an edit of Lynn Baker XI by author Faye & Roque edited by Zaiko with new move from level 3 I've used the same projectile code from Lynn normal fireball , but I changed to another animation I've created.  The animation is normal, but the projectile I've put was a dragon from Last Blade Lee Rekka (I only used dragon sprites from him not the code) so when the player 2 is not hit by the dragon projectile it still appearing even after Lynn back to stand animation and only disappear when player 2 is hit or defend .

 

Doen anyone know how to solve this problem please???????

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CNS:
 
 
[stateDef 6000]
type = S
movetype = A
physics = S
anim = 8000;1200;1100
sprpriority = 2
velset = 0,0
ctrl = 0
poweradd = 20
juggle = 15
juggle = 10
 
 
[state 3200, super pause]
type = SuperPause
trigger1 = AnimElem = 2;3
anim = -1
pos = -26,-76
sound = s170,3
time = 28
;movetime = 28
darken = 0
poweradd = -2000
 
[state 3200, dark background]
type = EnvColor
trigger1 = AnimElem = 2;3
value = 0, 0, 0
time = 28
under = 1
 
[state 2000]
type = Explod
trigger1 = AnimElem = 2;1
anim = 1371
pos = -12,-66
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
 
[state 2000]
type = Explod
trigger1 = AnimElem = 2;1
anim = 1370
pos = -12,-66
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
 
 
[state 3200,Explod]
type = Explod
;trigger1 = MoveHit NumExplod(2800) = 0
trigger1 = MoveHit && AnimElem = 9, < 0; && NumExplod(2800) = 0
persistent = 0
anim = 2800
id = 2800
pos = 0, -60
postype = P2
sprpriority = 3
bindtime = -1
ownpal = 1
facing = -1
ignorehitpause = 1
 
 
[state 1100, projectile sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 130,2
channel = 1
 
[state 1100, voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 40,2
channel = 0
 
 
 
 
 
[state 1100, projectile]
type = projectile
trigger1 = AnimElem = 5;9
ProjID = 1160;1200;1100
projanim = 1160;1120
projhitanim = 1160;1130
;projhits = 4
;velocity = 4 ;+ 2*(var(5))
projedgebound = 0
attr = A, SP
hitflag = MAF
guardflag = MA
animtype = hard
ground.type = high
air.type = low
priority = 4, hit
damage = 95,10
getpower = 100,100
givepower = 50,50
sparkno = -1;s23
guard.sparkno = -1;s7305
sparkxy = 100, -58
hitsound = s140,3
guardsound = s150,2
pausetime = 0,20
ground.slidetime = 15
ground.hittime = 24
ground.velocity = -4.12
guard.pausetime = 0,20
guard.slidetime = 14
guard.hittime = 19
guard.ctrtime = 19
guard.velocity = -4.12
air.velocity = -2,-3.5
palfx.time = 44 ; Burning pal fx code by Sander
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1
 
 
[state 1200, ennemy flame 1]
type = Explod
triggerall = NumExplod(1152) = 0
trigger1 = moveHit
ID = 1151
anim = 1150
pos = 10,-30
postype = p2
bindtime = 22;50
removetime = 22;50
sprpriority = 1
ownpal = 1
ignorehitpause = 1
persistent = 0
 
 
 
[state 1100, end state]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
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CMD:

 

;SUPERhadouken CHAO
[state -1, imita-SUPERhadouken]
type = ChangeState
value = 6000
triggerall = prevstateno != 1040
triggerall = command = "SUPERhadouken"
triggerall = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
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the dragon is the projectile coding i imagine.

 

its strange but maybe something is making it happen twice?

 

this is one of those things i'd have to see myself before i could give you an answer.

 

if you want you can PM me the character.

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To me, the projectile was defined as something like a "bomb plant" which means it serves as a bomb staying on ground and wait for P2 to step on it to blow up P2.  If P2 doesn't touch the "bomb plant" then it stays there like forever.

 

- the projectile is not moving at all, due to ";velocity = 4 ;+ 2*(var(5))"
- the projectile doesn't have projremovetime parameter is missing so it is given the default value of -1, which means the projectile will never be removed by time

- "projedgebound = 0" further enhances the "this projectile is not gonna be removed" situation

 

And, a projectile seems to be independent at all since its "birth".  So all of its result decisions have to be made when it is created in the first place (correct me if I was wrong......)

 

What you might do is, at least set some value for the missing projremovetime parameter, otherwise the "bomb plant" is staying like forever until P2 touches it.

 

One more thing, in your CMD ChangeState to #6000 code, it is a common practice to include a trigger that checks the number of existing projectiles, like this:

..............

type = ChangeState
value = 6000
triggerall = NumProjID(1160) = 0  ;;;;;;;;;;; only if you don't want to plant that "bomb" recklessly............
triggerall = prevstateno != 1040
triggerall = command = "SUPERhadouken"
triggerall = power >= 2000
..............
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Now with Borewood's help I put  "projremovetime = 0"  and  It worked :

 

[state 1100, projectile]
type = projectile
trigger1 = AnimElem = 5;9
ProjID = 1160;1200;1100
projanim = 1160;1120
projhitanim = 1160;1130
projremovetime = 0
;projhits = 4
;velocity = 4 ;+ 2*(var(5))
projedgebound = 0
attr = A, SP
hitflag = MAF
guardflag = MA
animtype = hard
ground.type = high
air.type = low
priority = 4, hit
damage = 95,10
getpower = 100,100
givepower = 50,50
sparkno = -1;s23
guard.sparkno = -1;s7305
sparkxy = 100, -58
hitsound = s140,3
guardsound = s150,2
pausetime = 0,20
ground.slidetime = 15
ground.hittime = 24
ground.velocity = -4.12
guard.pausetime = 0,20
guard.slidetime = 14
guard.hittime = 19
guard.ctrtime = 19
guard.velocity = -4.12
air.velocity = -2,-3.5
palfx.time = 44 ; Burning pal fx code by Sander
palfx.add = 40,-70,-200
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
fall = 1

 

 

Now the problem solved 

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