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Dizzy bug for Boomer's OMK characters


Bjay

Question

So basically Boomer's characters immediately enter a dizzy state when certain moves are used on them.

 

I've discovered so far that it can be done via (9)'s characters (from certain basic attacks), but I've yet to discover any other characters that can initiate the bug.

 

I've fiddled with state 5000 but haven't been able to find a solution. How can I get rid of the problem (or at least get remove the characters' ability to be dizzy altogether)?

 

Recording of the bug - http://recordit.co/K24p89POP6

 

Also, does anyone know where I can contact Boomer?

 

type = S
movetype= H
physics = N
velset = 0,0
 
[State 5000, 0]
type = ChangeState
trigger1 = !Alive & PrevStateNo = [120,159]
value = 5999
 
[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)
 
[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030
 
[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type
 
[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim
 
[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a
 
[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square
 
[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3
 
[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140
 
[State 5000, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall)
value = 5001 ;Stand get-hit (knocked back)
 
[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 5030

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3 answers to this question

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there are no hard coded Dizzy States.

 

dizzy is coded attack side, and its a custom state.

 

the reason all characters have the animation is because elecbyte wanted it to be a standard for all characters.

 

but the reasons a character enters dizzy state, is not Boomer's fault but his attackers, most likely 9's fault.

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I thought it might have been something on 9's end at first, but after testing the same thing on Boomer's characters before they got updated, there was no dizziness problem. But I'm not exactly sure what changed in the update to cause the dizziness issues.

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