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Author Topic: How do I code a muti hit projectle  (Read 865 times)

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Offline Malivictus

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How do I code a muti hit projectle
« on: July 07, 2010, 05:50:06 PM »
Just as the title says I need help coding my MVC Style Geese's Raseing Storm to hit more than once
I have added my code I am using but it only seems to Hit once  I would like it to Hit more than Once also I am using the EOH template in FFU just FYI and the Hyper that was pre-coded never worked so I deleted them and I am trying to Code my own.. if anyone can help me this would be lovely I will be posting In Game video of my Geese later in the WIP forums

;Hyper2
[StateDef 3100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3100
poweradd = -1000
sprpriority = 2

[State 3100, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 6666
projhitanim = 6666
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 19,-7
velocity = 0
attr = S, SP
damage   = 75
animtype = heavy
guardflag = MA
hitflag = MAFDP
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
pausetime = 10,10

[State 3100, AttackMulSet]
type = AttackMulSet
trigger1 = AnimElem = 4
time = 0
value = 1
ignorehitpause = 0
persistent = 0

[State 3100, Hyper Portrait]
type = explod
trigger1 = time = 4
anim = 1080
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3100, assertspecial]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3100, SuperPause]
type = SuperPause
trigger1 =AnimElemTime(1) = 0
Time = 60
pos = 9999,-9951
sound = 8889,0
poweradd = -1000
movetime = 40

[State 3100, HyperBg]
type = Explod
trigger1 = AnimElem = 3
anim = 750    ;background
pos = 480,-5
id = 305
sprpriority = -4
supermovetime = -1
postype = back
bindtime = -1
removetime = 300
removeongethit = 1
facing = 1
shadow = 68,68,68
ownpal = 1
ignorehitpause = 1

[State 3100, HyperBg]
type = Explod
trigger1 = AnimElem = 3
anim = 750   ;background
pos = -160,-5
id = 305
sprpriority = -4
supermovetime = -1
postype = back
bindtime = -1
removetime = 300
removeongethit = 1
facing = -1
shadow = 68,68,68
ownpal = 1
ignorehitpause = 1

[State 3100, Hyper Explode]
type = Explod
trigger1 = time = 15
anim = 4533 ;needs editing
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3100, Hyper Circle]
type = Explod
trigger1 = Time = 30
anim = 4533  ; needs editing
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3100, Sound]
type = PlaySnd
trigger1 = Time = 12
value = 8889,0

[State 3100, Ground Flash]
type = Explod
trigger1 = time = 15
anim = 6666
ID = 8400
postype = P1
pos = -40,0
sprpriority = 3
ownpal = 1
supermovetime = 0

[State 3100, End]
type = ChangeState
trigger1 = animtime=0
trigger1 = BackEdgeBodyDist > -1
value = 0
ctrl = 1


that's my code I am using where am I going Wrong ??


U is a letter NOT as Word....

Offline Nestor

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Re: How do I code a muti hit projectle
« Reply #1 on: July 07, 2010, 06:27:27 PM »
In the projectile supercontrol, instead of
Code: [Select]
trigger1 = AnimElem = 4
try to use
Code: [Select]
trigger1 = time%x=0where x is a number, according to your needs. The move will hit once the module of x is 0.

Offline Malivictus

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Re: How do I code a muti hit projectle
« Reply #2 on: July 07, 2010, 10:34:03 PM »
THANK YOU SOOO MUCH !!! You have made my day !!!

I LOVE YOU BIG TIME BROMANCE
U is a letter NOT as Word....

Offline Nestor

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Re: How do I code a muti hit projectle
« Reply #3 on: July 07, 2010, 10:36:10 PM »
lol You're welcome.

Offline Malivictus

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Re: How do I code a muti hit projectle
« Reply #4 on: July 07, 2010, 11:34:45 PM »
Side Note can you help me in making a Mid-air Fireball I am using the template in FFU but all he does is the fireball but I cant to it in the Air is there a code I need to add first ?

;Air fireball

[StateDef 123]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 123
poweradd = 20

[State 123, 1]
type = Projectile
trigger1 = AnimElem = 5
projanim = 124
projhitanim = 125
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 207,74
velocity = 0.2
attr = S, SP
damage   = 35
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 123, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

that is the code template I have he does the move but not in mid
air like I want him to.
U is a letter NOT as Word....

Offline Nestor

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Re: How do I code a muti hit projectle
« Reply #5 on: July 08, 2010, 12:27:07 AM »
You need to add it first in the CMD, example:

Code: [Select]
[State -1, Light Air Hadouken]
type = ChangeState
value = 1050
triggerall = command = "QCF_x"
trigger1 = statetype = A; this defines that the attack can be done ONLY on air
...

Then in the CNS define your Statedef. One that could work is

Code: [Select]
[Statedef xxxx]
type    = A
movetype= A
physics = N
...

You can always experiment and see the different reactions, either when hit or when being hit.

Offline Malivictus

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Re: How do I code a muti hit projectle
« Reply #6 on: July 08, 2010, 10:02:53 AM »
OMG im such a Noob I cmpletely Forgot about setting the attb let alone the CNS thank you your soooo getting added to the list of people I am thanking and respecting..
U is a letter NOT as Word....

Offline Nestor

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Re: How do I code a muti hit projectle
« Reply #7 on: July 08, 2010, 01:02:58 PM »
You're welcome pal, and thanks ;).

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