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Author Topic: Gravity for Guy's Izuna Otoshi grab(grabbing portion)  (Read 375 times)

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Offline atomicbuster

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Gravity for Guy's Izuna Otoshi grab(grabbing portion)
« on: January 28, 2009, 09:36:13 AM »
I'm working on a Guy and I can't get the vels and gravity for his special throw. Here's what I got so far:

;-----------------------------------------------------------------------
;Light Special Throw - Attempt
[Statedef 1300]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 5.5,-5.5
ctrl = 0
anim = 1300
sprpriority = 0

[State 1300, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, ST         
hitflag = M         
priority = 4, Miss   
sparkno = -1         
p1sprpriority = 1     
p1facing = 1
p2facing = 1         
p1stateno = 1320     
p2stateno = 1321     
guard.dist = 0       
fall = 1             

[State 1300,2]
type = Velset
trigger1 = animelem = 3
y = 1

[State 1300, 3]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------

I was able to get him in the air and moving in the right direction. When I change the velset values from 5.5,-5.5 to anything else, he finishes on different heights of the screen. How can I change those values (arc of the jump) and still have him land correctly on the floor?
« Last Edit: January 30, 2009, 01:12:31 AM by atomicbuster »



Offline KenFan9276 - Member of CROM

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Re: Gravity for Guy's Izuna Otoshi grab
« Reply #1 on: January 28, 2009, 09:48:17 AM »
Are you working on him SF based?

Offline atomicbuster

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Re: Gravity for Guy's Izuna Otoshi grab
« Reply #2 on: January 28, 2009, 12:33:12 PM »
Actually yes. If you want to know about him and other WIPs, you can check out the my hosted section on DrZaius' site.
http://drzaius.webs.com/atomicbuster.htm
Any suggestions about the gravity issue?

Offline Fallen_Angel

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Re: Gravity for Guy's Izuna Otoshi grab
« Reply #3 on: January 28, 2009, 01:07:58 PM »
[State 1300,2]
type = Velset
trigger1 = animelem = 3
y = 1

that part of your code will only afect on animelem =3....in every other situation it will use the one you used at the beggining

you will need to change not only the initial vel, but also the get down value (wich you using = 1)...so you should increase it too


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Offline atomicbuster

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Re: Gravity for Guy's Izuna Otoshi grab
« Reply #4 on: January 29, 2009, 12:03:58 AM »
Got it. First I changed velset to veladd.
Then I just had to put the opposite of the initial y value to get him down.
So in this case, the initial y value was -5.5, so to get him down the second y value would be 5.5. I had to alter the animelem value a bit, but I got it. Thanks for the help.

Offline Fallen_Angel

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Re: Gravity for Guy's Izuna Otoshi grab
« Reply #5 on: January 29, 2009, 10:54:09 AM »
Your welcome

Denada...si tienes algun otro peoblema, no dudes en preguntar


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Offline atomicbuster

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Re: Gravity for Guy's Izuna Otoshi grab(grabbing portion)
« Reply #6 on: January 30, 2009, 01:14:56 AM »
OK, I got the jumping and grabbing portion done. Unfortunately, I have some problems once the grab activates.
First, the animation for p2 doesn't come out. Instead it goes into the falling animation. P1 anims come out fine. Why won't the grabbed anims come out for p2?
Second, how can I activate gravity so that my char stops falling once he reaches the floor and returns to his stance?
Here's what I have so far. I've been working at it for a few hours and my eyes and brain hurt. Does anyone have some sugestions?

;---------------------------------------------------------------------------
;Special Throw - Throwing the opponent
[Statedef 1320]
type    = S
movetype= A
physics = N
anim = 1320
poweradd = 60
velset = 0,0

[State 1320, Jump]
type = veladd
trigger1 = animelem = 1
x = 2
y = -1

[State 1320, Slam]
type = veladd
trigger1 = animelem = 3
x = 2
y = 1

[State 1320, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = S800,0

[State 1320, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 0, 0

[State 1320, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 0, 0

[State 1320, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, 0

[State 1320, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, 0

[State 1320, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 0, 0

[State 1320, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -85

[State 1320, Groundshake]
Type = EnvShake
Trigger1 = AnimElem = 5
Freq = 135
Ampl = -3
Time = 30

[State 1320, Throw 11]
type = TargetState
trigger1 = AnimElem = 6
value = 1322

[State 1320, 12]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Thrown by Special Throw
; (a custom gethit state)
[Statedef 1321]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1321, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1321

[State 1321, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;---------------------------------------------------------------------------
;Thrown by Special Throw - thrown into the air
[Statedef 1322]
type    = A
movetype= H
physics = N
velset = 0,0;-2.8,-7
poweradd = 40

[State 1322, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1322, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------

Offline Fallen_Angel

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Re: Gravity for Guy's Izuna Otoshi grab(grabbing portion)
« Reply #7 on: January 30, 2009, 10:19:40 AM »
INstead og changing to statedef 0, change to statedef 50...so you will use a jump state.

in statedef 1321, you will never change to 1322...maybe that will fix it....if not check that you are using the proper anim


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Offline atomicbuster

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Re: Gravity for Guy's Izuna Otoshi grab(grabbing portion)
« Reply #8 on: January 30, 2009, 06:29:25 PM »
Wow. Once I changed to state 50 he kept falling below the floor, so I added a veladd after the slam so that he jumped back, then entered state 50. It worked like a charm. Gracias por todo, Fallen_Angel. Saludos.

EDIT: I was using a Pos Y trigger to try to tell my char when to stop falling during the Slam. It seems that when I used Pos Y = 0, nothing happened, but when I used Pos Y >= 0, then it worked. My bad, I thought '=' would do something. Now I have another problem:
Even though the opp is bound, if he's cornered and I perform the move, the opp ends up 'sliding' out of position. I am not sure how to fix this. Any suggestions?

Thanks for your help.
« Last Edit: February 02, 2009, 10:25:42 AM by atomicbuster »

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