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Author Topic: FF hit help  (Read 304 times)

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Offline aPoCaLyPsE

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FF hit help
« on: October 11, 2007, 09:56:49 PM »
I don't know what I'm doing wrong here, for some reason my characters are not hitting correctly. I have my characters collisions on and for some reason my light punch works but it seems laggy, the hit should be on the 4TH SPRITE, and this is the constants:

; Standing Light Punch
; CNS difficulty: easy

[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 layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
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 = 4, 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  = 12      ;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 = 12         ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

The Medium punch is a 3 part punch, hitting on SPRITES 6, 11, and 14 - Sad to say not one of them hits. Medium Punch codes:

; Standing Medium Punch
; CNS difficulty: easy

[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Notice how much smaller the constants is compared to the Light Punch that actually hits. I think that's the problem, again i'm making this character off the Elecbyte's template, if thar matters.

Now my other question is with the kicks, my characters light kicks are multipy kicks but for some reason I can only get it to hit once, again kinda and seems laggy again like it's not hitting on the sprites i want to it. The sprite hits for this one are SPRITES 4, 6, and 8. Here's the coding I'm using:

; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 230, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

 Can someone please help me ASAP, im on the verge of completing my first MUGEN character.

-"aPoC."





Offline Fallen_Angel

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Re: FF hit help
« Reply #1 on: October 11, 2007, 11:03:51 PM »
aPoc, the problem that you have, is that you have to adjust these value on the hitdef

trigger1 = Time = 0 , change it to trigger1 = animelem = number of the sprite that you want

in the statedef 210, you need to add the hitdef (hitting definition)


sig made by shullbocka

Offline Fallen_Angel

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Re: FF hit help
« Reply #2 on: October 11, 2007, 11:26:22 PM »
aPoC, for multi-attacks. you need to put more triggers for example

trigger1= animelem = 4
trigger2= animelem = 6
trigger3= animelem = 8

it means that it will activate on those sprites of the anim


sig made by shullbocka

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