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Author Topic: Explod State at the Opponent Position  (Read 731 times)

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Offline Krishjan

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Explod State at the Opponent Position
« on: April 21, 2013, 04:38:44 PM »
Hi, Is there a way the Explod State char can appear at the position of your opponent? Can you help me?



Offline DEMONKAI

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Re: Explod State at the Opponent Position
« Reply #1 on: April 21, 2013, 04:52:20 PM »
postype = p2 <------------------change it to this


example of how one looks



[State 0, Explod]
type = Explod
trigger1 = AnimElem = 28: THE ANIMATION FRAME IT HAPPENS AT.....
anim =xxxx; <--the x represents the number of the FX you want to happen
id=xxxx; <--the x represents the number of the FX you want to happen
pos = -10,-1
scale = .6,.6
postype = p1 ;<---CHANGE TO P2 if you want it to happen on them or at their position
bindtime = 1
removetime = 95
ownpal = 0
sprpriority = 3
supermovetime = -1
ignorehitpause = 0
removeongethit = -1

theres another version of a explode codes but just try that

(click to show/hide)
« Last Edit: April 21, 2013, 05:13:54 PM by DeMoNk@I »
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Offline Krishjan

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Re: Explod State at the Opponent Position
« Reply #2 on: April 21, 2013, 06:20:51 PM »
I tried the P2 position type already but it is still on the P1 position. I'm using this Explod char on a Winpose, I'd like to show My Code on Explod

[State 183, Wisemen]
type = Explod
trigger1 = time = 710
anim = 4081980
pos = 150,1
postype = p2
bindtime = 5000
removetime = 4000
ID = 1831
shadow = -1,0,0
sprpriority = 5

Pls, Can you check whats wrong with this code?

Offline Cyanide

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Re: Explod State at the Opponent Position
« Reply #3 on: April 21, 2013, 09:24:18 PM »
x = 150? You sure? That's almost half the screen. Try 0,0 and see if it moves, you may be referencing the wrong one/have a duplicate.

Can't remember, it might not like postype = p2 when your opponent is dead.

Offline Krishjan

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Re: Explod State at the Opponent Position
« Reply #4 on: April 22, 2013, 06:26:24 AM »
Still not working, Any other way to solve this? I just want my Animation in the position of my opponent during Winpos. Is there any other statedef we could use to do this? :) 
« Last Edit: April 22, 2013, 06:33:48 AM by Krishjan »

Offline DEMONKAI

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Re: Explod State at the Opponent Position
« Reply #5 on: April 23, 2013, 11:07:56 PM »
I tried the P2 position type already but it is still on the P1 position. I'm using this Explod char on a Winpose, I'd like to show My Code on Explod

[State 183, Wisemen]
type = Explod
trigger1 = time = 710
anim = 4081980
pos = 150,1
postype = p2
bindtime = 5000
removetime = 4000
ID = 1831
shadow = -1,0,0
sprpriority = 5

Pls, Can you check whats wrong with this code?

hmm like cyanide said yeh in the case of the opponent being dead (which you didnt mention before) yeh that kind of code wouldnt work for that. so you got me there on that question now, i tried to figure it out also but at the moment i dont have a good solution for that. i would say use a helper state but eh i doubt that would work. im sure cyanide will come up with answer for ya at some point just be a lil patient and move on to the next issue and come back to that later
Lots and lots of supers so f*ckin what

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Offline Cyanide

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Re: Explod State at the Opponent Position
« Reply #6 on: April 24, 2013, 01:47:11 AM »
Well, he said winpose so i assumed dead.

You can't use redirects, those stop when p2 is dead. However, p2dist does not stop.

In state -2 set a variable to p2dist X For example

var(1) = floor(p2dist X)

You can then spawn the explod with

postype = p1
pos = var(1), 0
bindtime = 1

I am assuming p2 is on the ground at this point so you don't really need his Y position, just his X pos. Bindtime also needs to be 1, otherwise it will constantly be set to the value of p2dist X when it was first spawned if you move. So if he was 100 pixels away when you spawned it, and you moved, a bindtime of -1 would mean it was ALWAYS 100 pixels away. Using 1 allows it to sit in place no matter how much you move. Removetime is the important bit for this sort of thing.

Offline DEMONKAI

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Re: Explod State at the Opponent Position
« Reply #7 on: April 24, 2013, 02:37:41 AM »
Well, he said winpose so i assumed dead.

haha yeh i know what you meant. of course the enemy is usually KO'd in a winstate from the winner.

well i might as well take notes too on this just in case...
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Offline Trinitronity

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Re: Explod State at the Opponent Position
« Reply #8 on: April 24, 2013, 05:37:29 AM »
Doing a win pose does not always needs the opponent to be KOed.
You can also win through time over.

Offline Cyanide

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Re: Explod State at the Opponent Position
« Reply #9 on: April 24, 2013, 06:04:54 AM »
Still worth assuming dead in terms of global compatibility. That means not making use of redirects.

Offline Krishjan

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Re: Explod State at the Opponent Position
« Reply #10 on: April 24, 2013, 10:00:14 AM »
Thanks for the info guys, you have been  a great help :)

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