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How To Make P2 Fly Across The Screen And Not Hit The Floor Until P2 Hits The Wall?


Vegito-SSJ

Question

So,I Want To Make The Kick Send P2 Flying Across The Screen In A Straight Line And Then Hit The Wall.

Any Help?

 

Current Code ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

[Statedef 667]

type = A

movetype= A

physics = A

juggle = 5

poweradd= 15

velset = 0,0

ctrl = 0

anim = 667

sprpriority = 2

 

[State 181, ChangeAnim]

type = ChangeAnim

triggerall = var(10) = 1

trigger1 = Anim != 110666

value = 110666

 

[State 0, Explod]

type = Explod

trigger1 = animelem = 1

anim = 8890

pos = 0,75

postype = p1 ;p2,front,back,left,right

facing = 1

vel = -1,-1.5

vfacing = 1

bindtime = 1

removetime = -2

scale = 0.6,0.6

sprpriority = 3

ontop = 1

shadow = 0,0,0

ownpal = 0

removeongethit = 0

 

[State 0, AfterImage ]

type = AfterImage

trigger1 = TIME = 1

time = 20

trans = add

timegap = 1

framegap = 4

length = 20

palbright = 30,30,30

palcontrast = 160,88,203

palpostbright = 0,0,0

paladd = 256,256,0

palmul = .65,.65,.75

 

[State 181, ChangeAnim]

type = ChangeAnim

triggerall = var(10) = 1

trigger1 = Anim != 110666

value = 110666

 

[State 400, 1]

type = PlaySnd

trigger1 = ANIMELEM = 1

value = 522223,522223

VOLUME = 99999999999999999999999999999999999999999999999999999999999999

channel = -1

 

[State 400, 1]

type = PlaySnd

trigger1 = ANIMELEM = 2

value = 4,2

VOLUME = 9999999999

 

[State 400, 1]

type = PlaySnd

trigger1 = ANIMELEM = 2

value = 5,2

VOLUME = 9999999999

 

[State 400, 1]

type = PlaySnd

trigger1 = movehit = 1

value = 5,5

VOLUME = 1

 

[State 0, VelSet]

type = VelSet

trigger1 = time > 9

x = 13

y = 0

;ignorehitpause =

;persistent =

 

[State 0, VelSet]

type = VelSet

trigger1 = time = [1,8]

x = -1

y = 0

;ignorehitpause =

;persistent =

 

 

[State 0, Turn]

type = Turn

trigger1 = time = [1,7]

trigger1 = P2DIST X <= -5

;ignorehitpause =

;persistent =

 

 

[State 0, PlaySnd]

type = PlaySnd

trigger1 = time = 5

value = S0,27

volume = 50

channel = -1

 

 

[State 250, 2]

type = HitDef

trigger1 = timemod = 7,0

velocity = 8

attr = S, NA

animtype = Medium

damage = 150

guardflag = MA

pausetime = 5,12

sparkno = S3222

sparkxy = -10,-12

hitsound = S551,6

guardsound = S551,6

ground.type = Low

ground.slidetime = 120

ground.hittime = 15

ground.velocity = -13,-5

air.velocity = -13,-5

p2stateno = 5600

fall = 1

envshake.TIME = 31

envshake.freq = 90

envshake.ampl = -3

envshake.phase = 90

 

[State 6061, end]

type = ChangeState

trigger1 = movecontact

value = 50

ctrl = 1

 

[State 6061, end]

type = ChangeState

trigger1 = time = 30

value = 45

ctrl = 1

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Anything Would Be Appreciated. :)

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This will sound ridiculous but have you considered copying the Wall Bounce code that KFM has?

 

KFM's wall bounce code  (called "Flying through air") is a GREAT start for wall bounce, all you would need to edit, is the velocity that controls Y value.

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