Hi people, here my trouble, when i launch my special move with B.I.G all doing well except during "throw" phase (3 phase : B.I.G jump, catch the opponent, punch then release him), the char float above the target as you can see in this pic :
Here the code for the move (in red the faulty one) :
;B.I.G Grasp (jump)
[statedef 2006]
type = A
movetype= A
physics = N
velset = 4.5,-10
anim = 2006
[state 2006, 0]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP
slot = 0
stateno = 2008
[state 2006, 2]
type = PlaySnd
trigger1 = time = 0
value = 1, 8
[state 2006, 3]
type = PlaySnd
trigger1 = time = 0
value = 11, 19
[state 2006, 7]
type = gravity
trigger1 = 1
[state 2006, 8]
type = hitdef
trigger1 = vel Y > 0
attr = A,HA
damage = 0
animtype = Hard
guardflag = MA
pausetime = 0,4
sparkxy = -10,-65
hitsound = S1,11
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 80
ground.velocity = 0, 0
air.velocity = -4
p2facing = 1
p1stateno = 2007
p2stateno = 2011
[state 2003, 6]
type = ChangeState
trigger1 = MoveGuarded
value = 2008
[state 2001, 1]
type = turn
trigger1 = MoveContact
[state 2001, 1]
type = turn
trigger1 = P2Dist X < 0 && MoveGuarded
[state 2003, 6]
type = ChangeState
trigger1 = vel y >= 9
value = 2009
;B.I.G Grasp (punch and tail)
[statedef 2007]
type = S
movetype = A
physics = S
velset = 0,0
anim = 2007
sprpriority = 3
ctrl = 0
[state 2007, 1]
type = TargetBind
trigger1 = Time = 0
pos = 15, 0
time = 66
[state 220, 1]
type = PlayerPush
trigger1 = time >=0
value = 1
[state 2007,2]
type = PosAdd
trigger1 = Time = 0
x = 26
y = -1
[state 2007, 3]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 1,4
[state 2007, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,18
[state 2007, 5]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = -35
[state 801, 3]
type = TargetVelSet
trigger1 = Time = 82
x = -6
y = -5
[state 801, 4]
type = TargetState
trigger1 = Time = 82
value = 803
[state 801, 4]
type = TargetState
trigger1 = AnimElem = 12
value = 803
[state 2003, 6]
type = ChangeState
trigger1 = AnimElem = 12
value = 2008
;B.I.G Grasp (backflip)
[statedef 2008]
type = S
movetype= I
physics = N
anim = 2009
[state 220, 1]
type = PlayerPush
trigger1 = time >=0
value = 1
[state 2001, 1]
type = PosSet
trigger1 = time = 0
y = -14
[state 2001, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP
slot = 0
stateno = 2008
[state 2003, 6]
type = VelSet
trigger1 = Time = 0
x = -2.5
y = -10
[state 2220, 120]
type = VelAdd
trigger1 = Time >= 0
y = 0.45
[state 2003, 6]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0
[state 2003, 6]
type = ChangeState
trigger1 = Pos Y >= 0
value = 2009
[statedef 2009]
type = S
movetype= A
physics = S
velset = 0,0
anim = 2010
[state 220, 1]
type = PlayerPush
trigger1 = time >=0
value = 1
[state 3009, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 9
[state 2001, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP
slot = 0
stateno = 5050
[state 2003, 6]
type = PosSet
trigger1 = Time = 0
y = 0
[state 2003, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[statedef 2011]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0
[state 2011, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[state 2011, 1]
type = PlayerPush
trigger1 = 1
value = 0
[state 2011, 2]
type = posset
trigger1 = 1
y= 0
[state 2011, selfstate]
type = changestate
trigger1 = time = 220
value = 11556
[state 11556, die]
type = SelfState
triggerall = life <= 0
trigger1 = 1
value = 5050
ctrl = 14
[state 802, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2011
[statedef 803]
type = A
movetype = H
physics = A
ctrl = 0
[state 803, 2]
type = NotHitBy
trigger1 = 1
value2 = SCA
time = 3
[state 803, 3]
type = SelfState
trigger1 = Pos Y >= -3
value = 5100
[state 803, 3]
type = SelfState
trigger1 = vel Y >= 9
value = 5100
By the way if i want to add sparks for the hit (punchs hit during the throw) were must i add the values in the code ? Sorry pals, my questions can seems ubernoobs ones, but i'm not a coder and i dont like ask help, but i have tried many unsuccessful manipulations...
Question
Risotto
Hi people, here my trouble, when i launch my special move with B.I.G all doing well except during "throw" phase (3 phase : B.I.G jump, catch the opponent, punch then release him), the char float above the target as you can see in this pic :
Here the code for the move (in red the faulty one) :
;B.I.G Grasp (jump)
[statedef 2006]
type = A
movetype= A
physics = N
velset = 4.5,-10
anim = 2006
[state 2006, 0]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP
slot = 0
stateno = 2008
[state 2006, 2]
type = PlaySnd
trigger1 = time = 0
value = 1, 8
[state 2006, 3]
type = PlaySnd
trigger1 = time = 0
value = 11, 19
[state 2006, 7]
type = gravity
trigger1 = 1
[state 2006, 8]
type = hitdef
trigger1 = vel Y > 0
attr = A,HA
damage = 0
animtype = Hard
guardflag = MA
pausetime = 0,4
sparkxy = -10,-65
hitsound = S1,11
guardsound = S6,0
ground.type = High
ground.slidetime = 0
ground.hittime = 80
ground.velocity = 0, 0
air.velocity = -4
p2facing = 1
p1stateno = 2007
p2stateno = 2011
[state 2003, 6]
type = ChangeState
trigger1 = MoveGuarded
value = 2008
[state 2001, 1]
type = turn
trigger1 = MoveContact
[state 2001, 1]
type = turn
trigger1 = P2Dist X < 0 && MoveGuarded
[state 2003, 6]
type = ChangeState
trigger1 = vel y >= 9
value = 2009
;B.I.G Grasp (punch and tail)
[statedef 2007]
type = S
movetype = A
physics = S
velset = 0,0
anim = 2007
sprpriority = 3
ctrl = 0
[state 2007, 1]
type = TargetBind
trigger1 = Time = 0
pos = 15, 0
time = 66
[state 220, 1]
type = PlayerPush
trigger1 = time >=0
value = 1
[state 2007,2]
type = PosAdd
trigger1 = Time = 0
x = 26
y = -1
[state 2007, 3]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 1,4
[state 2007, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,18
[state 2007, 5]
type = TargetLifeAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = -35
[state 801, 3]
type = TargetVelSet
trigger1 = Time = 82
x = -6
y = -5
[state 801, 4]
type = TargetState
trigger1 = Time = 82
value = 803
[state 801, 4]
type = TargetState
trigger1 = AnimElem = 12
value = 803
[state 2003, 6]
type = ChangeState
trigger1 = AnimElem = 12
value = 2008
;B.I.G Grasp (backflip)
[statedef 2008]
type = S
movetype= I
physics = N
anim = 2009
[state 220, 1]
type = PlayerPush
trigger1 = time >=0
value = 1
[state 2001, 1]
type = PosSet
trigger1 = time = 0
y = -14
[state 2001, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP
slot = 0
stateno = 2008
[state 2003, 6]
type = VelSet
trigger1 = Time = 0
x = -2.5
y = -10
[state 2220, 120]
type = VelAdd
trigger1 = Time >= 0
y = 0.45
[state 2003, 6]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0
[state 2003, 6]
type = ChangeState
trigger1 = Pos Y >= 0
value = 2009
[statedef 2009]
type = S
movetype= A
physics = S
velset = 0,0
anim = 2010
[state 220, 1]
type = PlayerPush
trigger1 = time >=0
value = 1
[state 3009, 1]
type = PlaySnd
trigger1 = time = 0
value = 1, 9
[state 2001, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP
slot = 0
stateno = 5050
[state 2003, 6]
type = PosSet
trigger1 = Time = 0
y = 0
[state 2003, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[statedef 2011]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0, 0
[state 2011, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[state 2011, 1]
type = PlayerPush
trigger1 = 1
value = 0
[state 2011, 2]
type = posset
trigger1 = 1
y= 0
[state 2011, selfstate]
type = changestate
trigger1 = time = 220
value = 11556
[state 11556, die]
type = SelfState
triggerall = life <= 0
trigger1 = 1
value = 5050
ctrl = 14
[state 802, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2011
[statedef 803]
type = A
movetype = H
physics = A
ctrl = 0
[state 803, 2]
type = NotHitBy
trigger1 = 1
value2 = SCA
time = 3
[state 803, 3]
type = SelfState
trigger1 = Pos Y >= -3
value = 5100
[state 803, 3]
type = SelfState
trigger1 = vel Y >= 9
value = 5100
By the way if i want to add sparks for the hit (punchs hit during the throw) were must i add the values in the code ? Sorry pals, my questions can seems ubernoobs ones, but i'm not a coder and i dont like ask help, but i have tried many unsuccessful manipulations...
7 answers to this question
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