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Author Topic: Canceling out Uni-beam  (Read 603 times)

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Offline The Question

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Canceling out Uni-beam
« on: August 24, 2010, 12:37:44 PM »
How would I go sbout making Iron Man's Unibeam be able to cancel out if it colides with another projectile, like Ryu's Hadoken or Guile's Sonic Boom? More specifically, equal strengths of projectile coliding. (ex.: LP Hadoken and LP Unibeam cancel each other out)



Offline aznperson569M

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Re: Canceling out Uni-beam
« Reply #1 on: August 25, 2010, 02:11:24 PM »
Hmm... Im not sure how a Unibeam can cancel out a Hadouken, because in the Marvel vs Capcom games, beams always win against normal projectiles.

I think you could add a Hitoverride to the Unibeam, and make it go to a certain state (like the beam dissipating, like how Hadoukens explode upon hitting the opponent). Just make the Hitoverride's attributes to be any projectile, or AP.


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Offline Space (DCL)

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Re: Canceling out Uni-beam
« Reply #2 on: August 25, 2010, 03:59:23 PM »
Yeah, just use HitOverride code, but if you want a specific ammount of hits for the beam to dissipate. You could use a simple variable. This will work for a helper Unibeam instead of projectile Unibeam.

For example here:

Code: [Select]
[State #, Unibeam Strength]
type = VarSet
trigger1= !time
var(#) = ifelse(command="Unibeam_Fierce",3,ifelse(command="Unibeam_Strong",2,1))

This variable will decide how strong or how many hits the Unibeam has to take, to dissipate. This should be placed in the state of your character's special move. And yes, the command you use has to be the same command shown in the variable, if you need to change the command shown in the variable.

Everything ABOVE HERE is for the Character Performing the Special Move.
-------------------------------------------
Everything BELOW HERE is for the HELPER Unibeam.

Then for the helper Unibeam Attack, remember that HELPER Variables do not interfere with the actual character variables. This will set the amount of hits the unibeam must take.

Code: [Select]
[State #, Unibeam Strength]
type = VarSet
trigger1= !time
var(#) = ifelse(parent,var(#)=3,3,ifelse(parent,var(#)=2,2,1))

Also, You will need to add this as well, you'll see why as you scroll down.
Code: [Select]
[State #, Unibeam GetHit]
type = VarAdd
trigger1= !time
var(#) = 1

Code: [Select]
[State #, hitoverride]
type=hitoverride
trigger1=1
attr=SCA,AA,AP,AT (AA = ALL Attacks: AP = ALL Projectiles: AT = ALL Throws)
stateno=ifelse(var(10)>=3, 1001, 1002)
ignorehitpause=1

I set those numbers an example, basically, if the Variable 10 is Greater Than or Equal to 3, then the Unibeam will go into the end state. If not, then the Unibeam will loop again. That's when it adds 1, to the variable you are using the Unibeam for.

However, if the Helper Unibeam starts over again, the animation will ALSO start over again, and you don't want that. A simple solution is this:
Code: [Select]
[State #, Don't Restart Animation]
type = ChangeAnim
trigger1 = time=0 && anim != stateno
value = stateno

Usually, mugen creators use the same number of the Helper as the animation. So Basically, if the animation does NOT equal to the State Number of the Helper (Statedef), then the value of the animation will change to the State Number.

Finally, one last change at the top of your Helper State:
Code: [Select]
[Statedef ####]
type = A
movetype = A
physics = N
;anim = ####

Disable the "Anim" part (Just put a semi colon in front of "Anim" or just omit the whole line). You wont need it now that you got ChangeAnim instead, this will also prevent the animation from starting over again.

I hope ya understood this, because it can get confusing sometimes.
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Offline The Question

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Re: Canceling out Uni-beam
« Reply #3 on: August 26, 2010, 02:42:17 AM »
I did for the most part. I'm going to use it for the beam using characters (Cyclops, Ironman).

Offline shootYr.

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Re: Canceling out Uni-beam
« Reply #4 on: August 26, 2010, 05:25:55 AM »
Yeah, just use HitOverride code, but if you want a specific ammount of hits for the beam to dissipate. You could use a simple variable. This will work for a helper Unibeam instead of projectile Unibeam.

For example here:

Code: [Select]
[State #, Unibeam Strength]
type = VarSet
trigger1= !time
var(#) = ifelse(command="Unibeam_Fierce",3,ifelse(command="Unibeam_Strong",2,1))

This variable will decide how strong or how many hits the Unibeam has to take, to dissipate. This should be placed in the state of your character's special move. And yes, the command you use has to be the same command shown in the variable, if you need to change the command shown in the variable.

Everything ABOVE HERE is for the Character Performing the Special Move.
-------------------------------------------
Everything BELOW HERE is for the HELPER Unibeam.

Then for the helper Unibeam Attack, remember that HELPER Variables do not interfere with the actual character variables. This will set the amount of hits the unibeam must take.

Code: [Select]
[State #, Unibeam Strength]
type = VarSet
trigger1= !time
var(#) = ifelse(parent,var(#)=3,3,ifelse(parent,var(#)=2,2,1))

Also, You will need to add this as well, you'll see why as you scroll down.
Code: [Select]
[State #, Unibeam GetHit]
type = VarAdd
trigger1= !time
var(#) = 1

Code: [Select]
[State #, hitoverride]
type=hitoverride
trigger1=1
attr=SCA,AA,AP,AT (AA = ALL Attacks: AP = ALL Projectiles: AT = ALL Throws)
stateno=ifelse(var(10)>=3, 1001, 1002)
ignorehitpause=1

I set those numbers an example, basically, if the Variable 10 is Greater Than or Equal to 3, then the Unibeam will go into the end state. If not, then the Unibeam will loop again. That's when it adds 1, to the variable you are using the Unibeam for.

However, if the Helper Unibeam starts over again, the animation will ALSO start over again, and you don't want that. A simple solution is this:
Code: [Select]
[State #, Don't Restart Animation]
type = ChangeAnim
trigger1 = time=0 && anim != stateno
value = stateno

Usually, mugen creators use the same number of the Helper as the animation. So Basically, if the animation does NOT equal to the State Number of the Helper (Statedef), then the value of the animation will change to the State Number.

Finally, one last change at the top of your Helper State:
Code: [Select]
[Statedef ####]
type = A
movetype = A
physics = N
;anim = ####

Disable the "Anim" part (Just put a semi colon in front of "Anim" or just omit the whole line). You wont need it now that you got ChangeAnim instead, this will also prevent the animation from starting over again.

I hope ya understood this, because it can get confusing sometimes.

Why can't he just do : proj(projectileno),movecontact
?

Offline The Question

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Re: Canceling out Uni-beam
« Reply #5 on: August 26, 2010, 06:54:31 PM »
I saw the connections in DCL's code but what's that do?

Offline aznperson569M

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Re: Canceling out Uni-beam
« Reply #6 on: August 27, 2010, 02:24:48 AM »
Why can't he just do : proj(projectileno),movecontact
?

Unless Iron Man's Unibeam was a projectile, you could use that, but since most beam-type moves have helper attributes, it wouldnt work.

I saw the connections in DCL's code but what's that do?

Do you mean the variables he posted?

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Offline shootYr.

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Re: Canceling out Uni-beam
« Reply #7 on: August 27, 2010, 06:51:15 AM »
So den why can't you use helper(ID),movecontact?

=D

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