collapse

Author Topic: How to add superjump to a char  (Read 10621 times)

0 Members and 6 Guests are viewing this topic.

Offline 2dgameplay

  • Forum Member
  • ***
  • Posts: 230
  • Last Login:December 14, 2009, 01:42:35 PM
  • mugen creater n training
    • Email
Re: How to add superjump to a char
« Reply #100 on: February 10, 2008, 03:45:34 PM »
here hust add this
2 my superjump.cns
patch i made

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,18

Offline Ioncat

  • Initiate
  • **
  • Posts: 89
  • Last Login:January 18, 2015, 08:08:12 PM
  • Artist and Philosopher
    • Email
Re: How to add superjump to a char
« Reply #101 on: February 10, 2008, 04:39:26 PM »
here hust add this
2 my superjump.cns
patch i made

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,18

EDIT: Nevermind, figured it out. Thanks 2d.
« Last Edit: February 10, 2008, 04:48:07 PM by Ioncat »

Offline DivineWolf

  • Initiate
  • **
  • Posts: 127
  • Country: United States us
  • Last Login:July 16, 2023, 09:17:46 PM
  • Last of a Dying Breed
    • Email
Re: How to add superjump to a char
« Reply #102 on: February 10, 2008, 04:41:25 PM »
Sorry if I was unclear. I actually was talking about this coding here.....

[State xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these means that you re-gain control

With asking does it go in the CNS or CMD. I know about that coding up there 2d. I put this coding in their CNS..... Though it really has no effect. So I'm just wondering what is it for. With that aside though, I did what you said Fallen_Angel, and changed the velocities for the launcher, and it worked.  ;)

Thanks a lot for all the help and teaching us all how to do this. Now all I need to do is learn how to add sound and effects to it. :)

And after that, learn how to make chars combo. Y'know, like MvC style (from light attack -> medium attack -> heavy attack). Then I'll be all set.  :D
« Last Edit: February 10, 2008, 04:44:35 PM by DivineWolf »

Userbar - Akeme
R.I.P Reu
R.I.P Macho Man Randy Savage

"Let me show you..."

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: How to add superjump to a char
« Reply #103 on: February 10, 2008, 04:53:08 PM »
@Ioncat to pic the sound modify these

value = S1,18   first is the group and then  its the sound  these means that these sounds is on group 1 and the sound is 18

@Divinewolf.. Im glad these has helped you... for the combos you can check syn's combo tutorial it's one of the easiest ways to make it


sig made by shullbocka

Offline Ioncat

  • Initiate
  • **
  • Posts: 89
  • Last Login:January 18, 2015, 08:08:12 PM
  • Artist and Philosopher
    • Email
Re: How to add superjump to a char
« Reply #104 on: February 10, 2008, 04:55:51 PM »
@Ioncat to pic the sound modify these

value = S1,18   first is the group and then  its the sound  these means that these sounds is on group 1 and the sound is 18

Thanks Fallen, I figured out the sound part. Now, I still need help having him able to superjump while moving.

The stateno for chosen01's ken for walking is Stateno=20, so would I set it up like this:
[State 60, ChangeState]
type = ChangeState
trigger1= stateno = 20
trigger2 = AnimTime = 0
value = 61
ctrl = 1

I tried that, and it didn't work.  %-(

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: How to add superjump to a char
« Reply #105 on: February 10, 2008, 05:12:24 PM »
you have to modify it on the  cmd

[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
trigger1= stateno = 20;these measn you can sj while walking


sig made by shullbocka

Offline Ioncat

  • Initiate
  • **
  • Posts: 89
  • Last Login:January 18, 2015, 08:08:12 PM
  • Artist and Philosopher
    • Email
Re: How to add superjump to a char
« Reply #106 on: February 10, 2008, 06:04:24 PM »
you have to modify it on the  cmd

[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
trigger1= stateno = 20;these measn you can sj while walking

When I put that in mine, I couldn't superjump at all.

Offline shinra358

  • Infinity Regular
  • ****
  • Posts: 736
  • Last Login:August 16, 2008, 07:20:26 PM
Re: How to add superjump to a char
« Reply #107 on: April 05, 2008, 02:45:16 PM »
i finally got the enemy to launch with my launcher, now how do i get to be able to hit them in the air? i cant even juggle

This happens to me sometimes. It is becuz how some chars are coded. If the laucher is a knockdown move, this usually occurs. Code the char for him to be able to hit knockd down foes and he will b able to hit the enemy afterwards and not just his pass through him like a ghost. Or you can just take the knockdown option off in that attack's statedef. I did mine as to where u can only launch a person if they stand on the ground. If u hit them while they jumping it will act as the regular knockdown attack without the launch. This will prevent infinite hits of the launcher (launcher chaining into launcher). I forgot what its precisely called but if u would look in ur docs under sctrls and under the subtopic "hitdef" then u will see the trigger that controls the way the char falls from the laucher attack inside of the laucher attack statedef. change the air version of that trigger (cuz most ppl dnt code it in) to what the ground version says. then change the ground version of that trigger to how u want ur enemy position to move when hit by the laucher. Sorry i dont know the exact name of the trigger im refering to cuz im at the library. that woulda made things simpler lol.

oh yea, the two triggers i was speaking of were air.velocity and ground.velocity
« Last Edit: April 07, 2008, 02:45:26 PM by shinra358 »

Offline EtherealFate

  • Initiate
  • **
  • Posts: 12
  • Last Login:December 18, 2008, 02:06:12 AM
    • EtherealGames
    • Email
Re: How to add superjump to a char
« Reply #108 on: August 21, 2008, 12:36:30 PM »
can superjump be added to cvs2 characters?

Offline A!

  • Novice Coder
  • Infinity Regular
  • ****
  • Posts: 1318
  • Country: United Kingdom gb
  • Last Login:August 03, 2019, 06:10:28 PM
  • Don't Hate If You Cant Create
Re: How to add superjump to a char
« Reply #109 on: August 21, 2008, 12:47:11 PM »
can superjump be added to cvs2 characters?

Yes, any character
A guy told me one time, "Don't let yourself get attached to anything you are not willing to walk out on in 30 seconds flat if you feel the heat around the corner."

Offline Infinite Power

  • The End All Be All
  • Contributor
  • ****
  • Posts: 747
  • Last Login:January 27, 2020, 09:36:52 AM
  • Energy Doesn't Die
    • Infinite Fighting Forum
Re: How to add superjump to a char
« Reply #110 on: June 23, 2009, 07:56:20 PM »
Hi fallen Angel, you have been very helpful to me in learning some coding, I now added the super jump and launcher to some characters, I was wondering why win I launch an opponent in the air and follow them with a super jump, I am not able to hit the opponent with any air hits, but if I do a regular jump and do an air combo it works?

Now Die, Mortal.

Offline The Question

  • A=A
  • Initiate
  • **
  • Posts: 95
  • Last Login:December 21, 2015, 04:31:40 AM
  • 1... 2... STRIKE!
    • Email
Re: How to add superjump to a char
« Reply #111 on: May 04, 2010, 09:16:30 PM »
I'm trying to add a super jump to Eric by Basara-kun and I can't get it to work. This is what i did:

CMD:

[State -1, super jump]
type = ChangeState
value = 7000
trigger1 = command = "DU"
trigger1 = ctrl
trigger1 = statetype != A
;trigger2 = (stateno = 7000) && (movehit) && (command = "holdup")

CNS:

;Super Jump
[Statedef 7000, Super jump]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 41 ; these is the jump anim
velset = 0,0
ctrl = 0


[State 7000, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 7000, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 7000, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 7000, 4]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump


[State 7000, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

An error message comes up everytime i try to test him which says: "Error in Eric.cmd"
I'm guessing I did something wrong in the CNS as well.

Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: How to add superjump to a char
« Reply #112 on: May 06, 2010, 03:41:14 PM »
Probably you didnt added the command.

Does the error says something else???


sig made by shullbocka

Offline The Question

  • A=A
  • Initiate
  • **
  • Posts: 95
  • Last Login:December 21, 2015, 04:31:40 AM
  • 1... 2... STRIKE!
    • Email
Re: How to add superjump to a char
« Reply #113 on: May 07, 2010, 02:03:11 AM »
Just "Error in Eric.cmd" I even added the command as such!

First:

[Command]
name = "DU"
command = D, U
time = 10

then:

[State -1, super jump]
type = ChangeState
value = 7000
trigger1 = command = "DU"
trigger1 = ctrl
trigger1 = statetype != A
;trigger2 = (stateno = 7000) && (movehit) && (command = "holdup")

Offline bdcirck

  • Initiate
  • **
  • Posts: 154
  • Last Login:March 23, 2013, 11:48:21 AM
    • Email
Re: How to add superjump to a char
« Reply #114 on: May 07, 2010, 05:56:58 AM »
Just "Error in Eric.cmd" I even added the command as such!

First:

[Command]
name = "DU"
command = D, U
time = 10

then:

[State -1, super jump]
type = ChangeState
value = 7000
trigger1 = command = "DU"
trigger1 = ctrl
trigger1 = statetype != A
;trigger2 = (stateno = 7000) && (movehit) && (command = "holdup")

The Question are you sure that the "Error in Eric.cmd" isn't caused due to another reason? I suggest sending that char to someone you trust and that can code to look at it.

Offline The Question

  • A=A
  • Initiate
  • **
  • Posts: 95
  • Last Login:December 21, 2015, 04:31:40 AM
  • 1... 2... STRIKE!
    • Email
Re: How to add superjump to a char
« Reply #115 on: May 11, 2010, 08:45:36 PM »
It's okay, I'm guessing I botched something in there. I'll try again after I'm done with the other patches.

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

D2TD VS Showcase Thread by D2TD
[Today at 09:12:03 AM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by LightFlare
[November 21, 2024, 09:44:09 PM]


Terrordrome: Rise of the Boogeymen Extended Version ( jeepers creepers) version by leonardo
[November 19, 2024, 10:22:47 PM]


Hill of the Nameless(1.1 Only) by Vegaz by LightFlare
[November 19, 2024, 10:50:39 AM]


Golden Axe Returns by gokudo99
[November 19, 2024, 03:59:31 AM]


Barkley Shut Up and Jam! Stages by Vegaz by LightFlare
[November 12, 2024, 11:26:21 AM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[November 11, 2024, 12:35:24 PM]


Eternal Lament Stage 1.1 & 1.0 by O Ilusionista
[November 11, 2024, 12:34:54 PM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[November 11, 2024, 07:00:56 AM]


Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[October 31, 2024, 11:31:36 AM]

* IMT Calendar

November 2024
Sun Mon Tue Wed Thu Fri Sat
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
[24] 25 26 27 28 29 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal