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Author Topic: Combo Hit Callout Issue - Banner triggering  (Read 413 times)

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Offline AxKeeper

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Combo Hit Callout Issue - Banner triggering
« on: August 16, 2011, 10:09:10 PM »
Okay well i am doing a combo animation of banners, like if you hit someone 3 times an explod comes out that says "Great" as my example.

But

How do I prevent that "great" from coming out when I do 4 hits and want a different animation that says "fantastic"

The problem is they both come out as they hit their number of hits and show up at the same time overlapping  :(



Current trial



;At 3 hits = "great"
[State -3, 3 hits]
type = Explod
triggerall = teamside= 1
trigger1 = Hitcount = 3
;"Great" animation
anim = 9100
pos = 75,80
postype = Left
ontop = 1
facing = 1
ownpal = 1
bindtime = -1
persistent = 0
sprpriority = 5


;At 4 hits = "Fantastic"
[State -3, 4 hits]
type = Explod
triggerall = teamside= 1
trigger1 = Hitcount = 4
:"Fantastic" animation
anim = 9101
pos = 75,80
postype = Left
ontop = 1
facing = 1
ownpal = 1
bindtime = -1
persistent = 0
sprpriority = 5

Post Merge: August 17, 2011, 02:26:36 PM
SOLVED

Thanks to jailuis

Very simple answer, Use Remove Explod  :P

;At 3 hits = "great"
[State -3, 3 hits]
type = Explod
triggerall = teamside= 1
trigger1 = Hitcount = 3
trigger1 = Numexplod(57321) = 0
id = 57321
anim = 9100
pos = 75,80
postype = Left
ontop = 1
facing = 1
ownpal = 1
bindtime = -1
persistent = 0
sprpriority = 5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = Hitcount = 4
id = 57321
;ignorehitpause =
;persistent =



;At 4 hits = "Fantastic"
[State -3, 4 hits]
type = Explod
triggerall = teamside= 1
trigger1 = Hitcount = 4
id = 57322
anim = 9101
pos = 75,80
postype = Left
ontop = 1
facing = 1
ownpal = 1
bindtime = -1
persistent = 0
sprpriority = 5


[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = Hitcount = 5
id = 57322
;ignorehitpause =
;persistent =



  ;)
« Last Edit: August 17, 2011, 02:26:36 PM by AxKeeper »


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Offline Acey

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Re: Combo Hit Callout Issue - Banner triggering
« Reply #1 on: August 17, 2011, 02:31:36 PM »
it's a lot more complicated that the starting place described above,  (which is exactly why we make a share creation templates, to save tons of time) so here are the details you'll need...

You need two things:

1) a trigger that says to create the explod only when the combo is finished
2) a way to detect how many hits were in the combo

With #1 you'll notice that adding a trigger that says "hitcount = 0" wont work because that already conflicts with your current trigger "hitcount = 3". The way to solve both of these issues is to create a variable (var) that keeps track of your hit counts. So... if you used an IMT template you would see something like this...

Code: [Select]
[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(8) = 1 + (var(8)=-1)
ignorehitpause = 1
var(8) is being used to count hits

Code: [Select]
[State -2, VS_Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(9) = 1+(var(8)>4)+(var(8)>5)+(var(8)>7)+(var(8)>9)+(var(8)>19)+(var(8)>29)+(var(8)>39)-(var(8)=-1)
ignorehitpause = 1
var(9) is being set to an integer depending on the hit count as counted in var(8) (greate than 4 hits, greater than 5 hits, greater than 7 hits...).

Now with var(9) you can build a new "explod" sctrl.

Code: [Select]
[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(9))
ID = 8701
postype = left
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1
See here the explod with the announcer text will only show on the screen when var(8) = 0, or when the combo is finished, not during the combo. (I should also point out that this code assumes that you are P1 and thus the text will always be on the left hand side of the screen.)

More importantly, anim = 8000 + var(9) or in your case 9100 + var(9) where animation 9100 is "good", 9101 is "great", 9102 is "more greater", 9103 is "more greaterest" and so on.

Also...
Code: [Select]
[State -2, VS_Combo]
type = VarSet
trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(8)=-1 && stateno = [5000,5899]
var(8) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(8)=0
var(9) = 0
ignorehitpause = 1

You'll need something like this code to reset var(9) and var(8) back to zero after the combo is over.

I hope this helps, if you want more to look at download either the SMvC EoH character template or the RMM character template

http://www.infinitymugenteam.com/infinity.wiki/mediawiki/index.php?title=List_of_character_templates

Offline AxKeeper

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Re: Combo Hit Callout Issue - Banner triggering
« Reply #2 on: August 17, 2011, 05:25:51 PM »
It's been discussed further

http://elecbyte.com/forum/index.php?topic=3246.0

I believe the hit tracking variable was suggested and implemented as you'll read

The result works fine now and I don't mind that it changes after every additional hit just as so long as it updates it really ends up as the same effect IMO



I am actually designing my own template, no offense to anyone but I have my own preference in hit sparks, physics, custom state reactions, sounds fxs, A.I., and fonts.

On top of which every single forum I've been to says that the others forum's template is broken or buggy. To add insult to injury with every single project constantly updating everything differently I can see why, so I am making my own from which I plan to reuse without having to update on every wip.

I may use excerpts from your template to improve on my own if allowed.

When I am finished I could use private testers as well if you are interested.
"Aren't they already committing a bigger crime by stealing from gaming companies to begin with? Silly goose" :D

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