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Author Topic: issue with special breaking through projectiles  (Read 650 times)

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Offline DEMONKAI

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issue with special breaking through projectiles
« on: May 01, 2013, 12:49:38 AM »
pretty much my terry can use his special burn knuckle to break through all projectiles. i dont want that.


heres the code

Code: [Select]
[Statedef 6005]
type    = S
movetype = A
physics = N
anim = 1043
juggle = 4
velset = 0,0
ctrl = 0
poweradd = 100
sprpriority = 1
hitcountpersist = 1

[State 1004, Width]
type = Width
trigger1 = 1
edge = 40,0

[State 1006, PosSet]
type = PosSet
trigger1 = Animelem = 1
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 20,4
channel = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 80,1
channel = 1

[State 1004, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 5
value = S101,26
volume = 255
channel = 3
ignorehitpause = 1
persistent = 1


[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 8
x = 13
y = -1.5

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(8) > 0
y = .25



[State 1004, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 8
stateType = A
physics = N

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 8
anim = 66037
pos = 89,-76
postype = p1
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = -1
ID = 66037
sprpriority = 2
scale = .5,.5


[State 820, Spark]
type = Explod
trigger1 = AnimElem = 8
anim = 66038
pos = 89,-76
postype = p1
ownpal = 1
bindtime = 1
vel = -.6,0
removeongethit = 1
pausemovetime = 255
removetime = -2
ID = 66038
sprpriority = 2
scale = .5,.5

[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 8
Anim = 6186
pos = 5, 0
postype = p1
facing = 1
ownpal = 1
sprpriority = 3
supermovetime = -1
scale = .5,.5


[State 10955, Explod]
type = Explod
trigger1 = animelem = 8
anim = 6044
ID = 6044
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = .9,.9
sprpriority = 6
ontop = 1
ownpal = 1
removetime = 30
removeongethit = 1
ignorehitpause = 1

[State 1004, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SP
animtype  = High
air.animtype  = Back
damage = 35,18
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime= 13,14
sparkno = S6143
sparkxy = -10,-85
guard.sparkno = S66077
hitsound = S100,20
guardsound = S50,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6.5,-4.5
guard.velocity = -8
air.velocity = -6.5,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1
fall.envshake.time = 20
fall.envshake.freq = 180
fall.envshake.ampl = -2
fall.envshake.phase = 90


[State 1004, ChangeState]
type = ChangeState
triggerall = Animelemtime(8) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 6004

also im looking at his CLSN boxes again and matching him up in the mean time to see what happens. about to run a quick test

EDIT:

damn it no cigar....guess ill have to wait and see
« Last Edit: May 01, 2013, 12:55:31 AM by DeMoNk@I »


Lots and lots of supers so f*ckin what

HAIL CROM!!

Offline Cyanide

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Re: issue with special breaking through projectiles
« Reply #1 on: May 01, 2013, 04:46:16 AM »
Actually, won't be ALL projectiles, just helper projectiles. Regular projectiles (type = projectile) will beat this out because it can't hit them. What it has that's breaking helpers is

attr = A, SP

Special Projectile. It's not one. It's a special attack. Should be A, SA. As it is, helpers with hitoverride are being destroyed by it, probably because it has some priority over them in hitbox size, whereas their red/blue are the same size.

Offline DEMONKAI

  • The Visionary and IMT's
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  • Last Login:October 11, 2022, 09:44:18 PM
  • Never limit your vision as a creator!!
    • DTHECHEMIST
    • D THE CHEMIST
    • Demonkai's Mugen
Re: issue with special breaking through projectiles
« Reply #2 on: May 01, 2013, 12:19:53 PM »
Actually, won't be ALL projectiles, just helper projectiles. Regular projectiles (type = projectile) will beat this out because it can't hit them. What it has that's breaking helpers is

attr = A, SP

Special Projectile. It's not one. It's a special attack. Should be A, SA. As it is, helpers with hitoverride are being destroyed by it, probably because it has some priority over them in hitbox size, whereas their red/blue are the same size.

lol thanks cyanide i actually figured it out after i made that last edited note. don drago spoke on somethin simular then i matched my terry to waras and saw his ATTR was different. it was A, SA (as you shown) tested it out and it didnt do that anymore.

but thanks on the info anyway. i started re tweaking the certain hit boxes and this got me more in tune with hit def Attr which i keep forgetting the rules of smh like a lazy @ss. i see how important it is now
Lots and lots of supers so f*ckin what

HAIL CROM!!

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