collapse

Author Topic: Move dosnt work anymore  (Read 657 times)

0 Members and 1 Guest are viewing this topic.

Offline Spidermew

  • IMT Content Architect
  • *
  • Posts: 6059
  • Country: United States us
  • Last Login:January 16, 2024, 10:15:50 PM
  • Wubba lubba dub-dub
    • Skype - spidermew@aol.com
    • SpiderMew's House of Stuff
    • Email
Move dosnt work anymore
« on: November 16, 2007, 01:39:38 PM »
When i first learned how to make a projectile attack i made 2.
A basic one, and then a lv 1 super version
The basic one was down forward light punch and the super was down forward and then light+medium punch.
And it worked, the video on my wip post shows me doing it.
Now ive gone and added 2 more basic projectiles at down forward medium and down forward hard.
But the Lv 1 super version dosnt work anymore.
I didnt change any of the code. I figured it was in the comands but nomatter how i tweek it i cant get it to work.
Ill post the codes for my projectiles.
Code: [Select]
;----------------
  Shooting Normal
  [StateDef 6000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6000
poweradd = 20

[State 6000, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6100
projhitanim = 6200
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 109,10
velocity = 2
attr = S, SP
damage   = 100,20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 6000, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 2
value = S6000,1
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 6000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------
  Shooting Medium
[StateDef 6400]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6000
poweradd = 20

[State 6400, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6400
projhitanim = 6410
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 79,9
velocity = 4
attr = S, SP
damage   = 100,20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 6400, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 2
value = S6000,1
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 6400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------
  Shooting Hard
[StateDef 6450]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6000
poweradd = 20

[State 6450, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6450
projhitanim = 6410
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 76,7
velocity = 5
attr = S, SP
damage   = 100,20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 6450, PlaySnd]
type = PlaySnd
trigger1 =  AnimElem = 2
value = S6000,1
volume = 200
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 6450, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------
  HyperShot
  [StateDef 7000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7000
poweradd = -1000

[State 7000, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 7100
projhitanim = 7200
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 78,10
velocity = 3
attr = S, SP
damage   = 300, 30
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0


[State 7000, EnvShake]
type = EnvShake
trigger1 =  AnimElem = 2
time = 50
freq = 60
ampl = -4
phase = 90
ignorehitpause =
persistent =

[State 7000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 2
value = 255,255,255
time = 10
under = 1
ignorehitpause =
persistent =


[State 7000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Now for the cns stuff
Code: [Select]
;-| Super Motions |--------------------------------------------------------
[command]
name = "HyperShot"
command = D,F,x+y
time = 15
;-| Special Motions |------------------------------------------------------
[command]
name = "Shooting Normal"
command = D,F,x
time = 15

[command]
name = "Shooting Medium"
command = D,F,y
time = 15

[command]
name = "Shooting Hard"
command = D,F,z
time = 15

(and a bit farther down the page)

; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;Hard Buster
[State -1, Hard Buster]
type = ChangeState
value = 6450
triggerall = command = "Shooting Hard"
trigger1 = (statetype = s) && ctrl

;Medium Buster
[State -1, Medium Buster]
type = ChangeState
value = 6400
triggerall = command = "Shooting Medium"
trigger1 = (statetype = s) && ctrl

;HyperShot
[State -1, HyperShot]
type = ChangeState
value = 7000
triggerall = power >= 1000
triggerall = command = "HyperShot"
trigger1 = (statetype = s) && ctrl

;Shooting Normal
[State -1, Shooting Normal]
type = ChangeState
value = 6000
triggerall = command = "Shooting Normal"
trigger1 = (statetype = s) && ctrl

IF anyone can explain why the super movie no longer works, ide appreceate it.






Offline Fallen_Angel

  • Global Moderator (out of the office)
  • *****
  • Posts: 1358
  • Last Login:July 04, 2012, 03:11:05 PM
    • Email
Re: Move dosnt work anymore
« Reply #1 on: November 16, 2007, 02:12:05 PM »
I dont see anything wrong with the code.

I had these problem once, what I did to fix that was to move the codes (changestate) to the begginig of the statedef -1

I hope that can solve your problem :thumbsup:


sig made by shullbocka

Offline Spidermew

  • IMT Content Architect
  • *
  • Posts: 6059
  • Country: United States us
  • Last Login:January 16, 2024, 10:15:50 PM
  • Wubba lubba dub-dub
    • Skype - spidermew@aol.com
    • SpiderMew's House of Stuff
    • Email
Re: Move dosnt work anymore
« Reply #2 on: November 16, 2007, 07:38:43 PM »
Wow that was so simple. It worked! Thanks!

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
[May 12, 2024, 10:20:11 AM]


Classic VS : Athena by ELECTRO
[May 10, 2024, 02:44:09 PM]


Ballroom Hallway (1.1 Only/AIGS) by Vegaz by LightFlare
[May 09, 2024, 11:53:48 AM]


Neon Light Force Demo by kyoman
[May 08, 2024, 12:50:05 PM]


Lasombra's IKEMEN Go Interactive Stages' WIP Topic and Releases by Lasombra Demon
[April 21, 2024, 12:09:20 PM]


Ultimate E. Honda + stage by ELECTRO
[April 18, 2024, 09:47:24 PM]


Sunset Beach (1.1 Only/AIGS) by Vegaz by LightFlare
[April 16, 2024, 06:55:00 PM]


Wonder Twins 2.0 by brucewayne74, Shining and Skhsato123 by brucewayne74
[April 05, 2024, 06:07:48 PM]


X-Men Training Room (Bright & Dark) Stage 1.1 & 1.0 by MatreroG
[April 05, 2024, 10:55:29 AM]


[WIP] Pocket Dimensional Clash 2 by O Ilusionista
[April 01, 2024, 11:03:03 PM]

* IMT Calendar

May 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 31

SimplePortal 2.3.5 © 2008-2012, SimplePortal