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Auto Combo problem


Sickjumps

Question

i'm having trouble figuring out an auto combo, The combo works (the moves link into each other when i tap A,A,A,A ) but the 1st part is 2 hits, the 2nd part is 2 hits, 3rd is 4 hits and the last one is 1 hit. 

my issue is that if i mash A it will go to the next part without finishing the move (1st part only 1 hit then goes into part 2), i'm wondering how i would get it to finish the animation before moving on to the next part (i want both hits to connect before moving to part 2). 

 

Cns file autocombo parts 1 & 2:

 5A

[Statedef 200]

type = S ;State-type: S-stand, C-crouch, A-air, L-liedown

movetype= A ;Move-type: A-attack, I-idle, H-gethit

physics = S ;Physics: S-stand, C-crouch, A-air

juggle = 1 ;Number of air juggle points move takes

;Commonly-used controllers:

velset = 0,0 ;Set velocity (x,y) (Def: no change)

ctrl = 0 ;Set ctrl (Def: no change)

anim = 200 ;Change animation (Def: no change)

poweradd = 20 ;Power to add (Def: 0)

sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)

 

[State 200, 1]

type = HitDef

trigger1 = AnimElem = 3

attr = S, NA ;Attribute: Standing, Normal Attack

damage = 23, 0 ;Damage that move inflicts, guard damage

animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

guardflag = MA ;Flags on how move is to be guarded against

hitflag = MAF ;Flags of conditions that move can hit

priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

;Hit/Miss/Dodge type (Def: Hit)

pausetime = 6, 8 ;Time attacker pauses, time opponent shakes

sparkno = 0 ;Spark anim no (Def: set above)

sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

;Y-offset for the spark rel. to p1

hitsound = 5, 0 ;Sound to play on hit

guardsound = 6, 0 ;Sound to play on guard

ground.type = High ;Type: High, Low, Trip (def: Normal)

ground.slidetime = 5 ;Time that the opponent slides back

ground.hittime = 11 ;Time opponent is in hit state

ground.velocity = -4 ;Velocity at which opponent is pushed

airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

air.type = High ;Type: High, Low, Trip (def: same as ground.type)

air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

;Y-velocity at which opponent is pushed

air.hittime = 15 ;Time before opponent regains control in air

trigger2 = AnimElem = 6

attr = S, NA ;Attribute: Standing, Normal Attack

damage = 23, 0 ;Damage that move inflicts, guard damage

animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

guardflag = MA ;Flags on how move is to be guarded against

hitflag = MAF ;Flags of conditions that move can hit

priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

;Hit/Miss/Dodge type (Def: Hit)

pausetime = 8, 8 ;Time attacker pauses, time opponent shakes

sparkno = 0 ;Spark anim no (Def: set above)

sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

;Y-offset for the spark rel. to p1

hitsound = 5, 0 ;Sound to play on hit

guardsound = 6, 0 ;Sound to play on guard

ground.type = High ;Type: High, Low, Trip (def: Normal)

ground.slidetime = 5 ;Time that the opponent slides back

ground.hittime = 11 ;Time opponent is in hit state

ground.velocity = -4 ;Velocity at which opponent is pushed

airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

air.type = High ;Type: High, Low, Trip (def: same as ground.type)

air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

;Y-velocity at which opponent is pushed

air.hittime = 15 ;Time before opponent regains control in air

 

[State 200, 2]

type = PlaySnd

trigger1 = Time = 1

value = 0, 0

 

[State 0, ChangeState]

type = ChangeState

trigger1 = movehit = 1 && command = "a"

value = 201

 

[State 200, 3]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

;---------------------------------------------------------------------------

; 5AA

; CNS difficulty: easy

[Statedef 201]

type = S ;State-type: S-stand, C-crouch, A-air, L-liedown

movetype= A ;Move-type: A-attack, I-idle, H-gethit

physics = S ;Physics: S-stand, C-crouch, A-air

juggle = 1 ;Number of air juggle points move takes

;Commonly-used controllers:

velset = 0,0 ;Set velocity (x,y) (Def: no change)

ctrl = 0 ;Set ctrl (Def: no change)

anim = 201 ;Change animation (Def: no change)

poweradd = 20 ;Power to add (Def: 0)

sprpriority = 2 ;Set p1's sprite layering priority to 2 (in front)

 

[State 200, 1]

type = HitDef

trigger1 = AnimElem = 2

attr = S, NA ;Attribute: Standing, Normal Attack

damage = 23, 0 ;Damage that move inflicts, guard damage

animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

guardflag = MA ;Flags on how move is to be guarded against

hitflag = MAF ;Flags of conditions that move can hit

priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

;Hit/Miss/Dodge type (Def: Hit)

pausetime = 8, 8 ;Time attacker pauses, time opponent shakes

sparkno = 0 ;Spark anim no (Def: set above)

sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

;Y-offset for the spark rel. to p1

hitsound = 5, 0 ;Sound to play on hit

guardsound = 6, 0 ;Sound to play on guard

ground.type = High ;Type: High, Low, Trip (def: Normal)

ground.slidetime = 5 ;Time that the opponent slides back

ground.hittime = 11 ;Time opponent is in hit state

ground.velocity = -4 ;Velocity at which opponent is pushed

airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

air.type = High ;Type: High, Low, Trip (def: same as ground.type)

air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

;Y-velocity at which opponent is pushed

air.hittime = 15 ;Time before opponent regains control in air

trigger2 = AnimElem = 11

attr = S, NA ;Attribute: Standing, Normal Attack

damage = 23, 0 ;Damage that move inflicts, guard damage

animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)

guardflag = MA ;Flags on how move is to be guarded against

hitflag = MAF ;Flags of conditions that move can hit

priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default

;Hit/Miss/Dodge type (Def: Hit)

pausetime = 8, 8 ;Time attacker pauses, time opponent shakes

sparkno = 0 ;Spark anim no (Def: set above)

sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,

;Y-offset for the spark rel. to p1

hitsound = 5, 0 ;Sound to play on hit

guardsound = 6, 0 ;Sound to play on guard

ground.type = High ;Type: High, Low, Trip (def: Normal)

ground.slidetime = 5 ;Time that the opponent slides back

ground.hittime = 11 ;Time opponent is in hit state

ground.velocity = -4 ;Velocity at which opponent is pushed

airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))

air.type = High ;Type: High, Low, Trip (def: same as ground.type)

air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,

;Y-velocity at which opponent is pushed

air.hittime = 15 ;Time before opponent regains control in air

 

[State 200, 2]

type = PlaySnd

trigger1 = Time = 1

value = 0, 0

 

[State 0, ChangeState]

type = ChangeState

trigger1 = movehit = 1 && command = "a"

value = 202

 

[State 200, 3]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

 

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Well, you're using "movehit" as a trigger along with the command press "A", this basicallt tells mugen "hey, as soon as the move hits and the command is pressed, go to the next state", you want the animation to be over before changing so adding an "animtime =0" would help accomplish that, you could also use "Animelem(0) = whatever element goes after the secoxnd hit" so that it will wait out for it before going to the next state, however I see a small problem here, you have a single hitdef that triggers obnly once on each state, so even if you get to the second hit in your animation it would not do anything after the first hit, so you'd have to trigger the hitdef again for that second hit, or, add a second hitdef that trigger later if you want the second hit to have other properties, hope this helps 😛

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