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Er, combo help?


Kanbei

Question

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
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2 answers to this question

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Your MUGEN code didn't include your P2 custom Action animations #411 and #413, so I replaced both missing ones with my previous P2 custom Action animation #1035 for testing:

 

[begin Action 1035]
Clsn2: 1
  Clsn2[0] = -36, -120, 27, -2
5010,10, 0,0, 4
Clsn2: 1
  Clsn2[0] = -36, -120, 27, -2
5010,20, 0,0, 3
LoopStart
Clsn2: 1
  Clsn2[0] = -33, -157, 42, -12
5030,0, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5030,10, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5030,20, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5030,30, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5030,40, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5030,50, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5070,20, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5070,10, 0,0, 1
Clsn2: 1
  Clsn2[0] = -50, -146, 62, -26
5070,0, 0,0, 1

 

Then I did the testing with your MUGEN code above (please see my MUGEN screen shots below):

 

CAnl9oU.png

 

TNtmEsH.png

 

vEiXKDO.png

chyoLtq.png

 

fRiGBeh.png

 

 

As you see in my 5th MUGEN screen shot, after Sean was bounced off the wall, while still in your custom get-hit StateDef 414, I used KFM to jump-jab Sean twice.  The combo counter showed the total number of hits = 3, which included the one by the initial Launcher Heavy StateDef 410 of yours.  Looks and feels alright to me.....

 

 

So, would you please post your P2 custom Action animations #411 and #413?

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Oops, I made a mistake understanding your problem!  I notice what you meant now.

 

1) the HitAdd MUGEN state controller should not be put in the P2 custom get-hit StateDef 412, rather, it should be put in the P1 StateDef 410 (if the anim = 410 lasts long enough),

 

[state 410, HitAdd]
type = HitAdd
triggerall = P2StateNo = 413 || EnemyNear, StateNo = 413
trigger1 = 1
value = 1
persistent = 0

 

a resulting MUGEN screen shot:

 

Gwy2wUR.png

 

or in P1 StateDef -2/-3 somewhere.....

 

2) after 1) alternation, if P1 StateDef 410 animation is not long enough to last before then the combo counter will reset when P1 leaves Statedef 410

 

3) or I think you might need to make a "finishing state or follow-up state" for P1 StateDef 410 with hitdefpersist / movehitpersist / hitcountpersist, or an extra jump-after-launcher state.......

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