Yeah okay so here is the issue I'm having. My character I'm working on is having a strange issue, I was trying to make him get a second hit when the opponent bounces off the wall, however when he hits the wall its only counts that hit and the air combo but not the launch it just won't chain with it. Any tips?
My code, Sorry for it being so large.
;---------------------------------------------------------------------------
;Launcher Heavy
[Statedef 410]
type = C
movetype= A
physics = C
juggle = 3
poweradd= 15
ctrl = 0
anim = 410
sprpriority = 2
[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0
[State 410, 2]
type = HitDef
trigger1 = Time = 0
trigger1 = p2bodydist X < 40
attr = C, NA
damage = 24
priority = 3
animtype = Hard
hitflag = MAF
guardflag = L
pausetime = 6,6
sparkno = S6000
guard.sparkno = S16000
sparkxy = -10,-42
hitsound = S1, 2
guardsound = S1, 3
ground.type = Low
ground.slidetime = 17
ground.hittime = 17
air.hittime = 17
guard.ctrltime = 17
ground.velocity = -8,-6.2
guard.velocity = -7
air.velocity = -2,-1
airguard.velocity = -5, -4
fall = 1
p2stateno = 411
p2facing = 1
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;------------------
;custom launch gethit state
[Statedef 411]
type = A
movetype= H
physics = N
velset = 0,0
[State 411, Anim]
type = ChangeAnim2
trigger1 = 1
value = 411
[State 411, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 412
;------------------
;custom launch gethit state 2
[Statedef 412]
type = A
movetype= H
physics = N
[State 412, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
[State 412, Gravity]
type = VelAdd
trigger1 = 1
y = .45
[State 412, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1
[State 412, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 413
[State 413, HitAdd]
type = HitAdd
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1
persistent = 0
[State 413, TargetLifeAdd]
type = TargetLifeAdd
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = -20
kill = 1
persistent = 0
[State 412, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
;------------------
; custom launch gethit state - hit wall
[Statedef 413]
type = A
movetype= H
physics = N
[State 413, HitAdd]
type = HitAdd
trigger1 = !time
value = 1
persistent = 0
[State 413, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = !time
value = -20
kill = 1
persistent = 0
[State 3390, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5000,(random%5)
channel = 0
freqmul = 1.0
loop = 0
pan = 0
volumescale = 255
[State 413, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)
[State 413, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist
[State 413, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1
[State 413, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
[State 413, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 30
postype = back
sprpriority = 3
[State 413, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 413
[State 413, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0
[State 413, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 414
;------------------
; a custom gethit launch state - bounce off wall
[Statedef 414]
type = A
movetype= H
physics = N
[State 414, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -7.6
[State 414, Vel X]
type = VelSet
trigger1 = Time = 0
x = 3.0
[State 414, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)
[State 414, Gravity]
type = VelAdd
trigger1 = 1
y = .35
[State 414, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050
[State 414, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052
[State 414, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060
[State 414, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 414, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100
Question
Kanbei
Yeah okay so here is the issue I'm having. My character I'm working on is having a strange issue, I was trying to make him get a second hit when the opponent bounces off the wall, however when he hits the wall its only counts that hit and the air combo but not the launch it just won't chain with it. Any tips?
My code, Sorry for it being so large.
2 answers to this question
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