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Author Topic: Fighter Factory 3 help  (Read 844 times)

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Offline Andyi

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Fighter Factory 3 help
« on: May 10, 2013, 12:54:50 AM »
Hey all.

I'm having a few problems with FF3.
Any help would be awesome :)

1: The icons/portraits/banner things.
How do you have them set in the right places?
Every time I try to switch the images, they end up no where near the boxes they're suppose to fit into.
It all look either blank, or you see it hovering out of place.

2: Grab and throw reactions.
I tried just pasting in the coding from kfm.def and rouge.def for the grabbed thrown reaction, but when a character tosses the one I'm trying to make, the sprite just vanishes then reappears when it hits the ground.

Here's the code I pasted in.
Code: [Select]
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by KFM's throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
;Thrown

[Statedef 940]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 940]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,0


[State 940]
type = ChangeAnim2
trigger1 = Time = 0
value = 940


[State 940]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050


[State 940]
type = DestroySelf
trigger1 = ishelper
The animation is set to the correct state numbers, but like I said, it's just not reacting.

3: How do you edit the states?
I gave up in the end and just replaced the sprites from another character, but before I just couldn't figure it out.
I just wanted my character to be able to impact the opponent when punching, kicking, etc.
Very basic moves right, but I'm at a loss as I learnt how to edit the states from the old version.

I think before you'd just highlight the text, click ''add'', then put in stuff like the damage and which frame it activates on.
Right now it's just set to default like this;

[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


All I've done thus far to that character is add the sprites and the CLSN's.
How do I edit this to actually attack on frame 3?


Any advice for either of these questions would be greatly appreciated =J



Offline Cyanide

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Re: Fighter Factory 3 help
« Reply #1 on: May 11, 2013, 12:54:57 AM »
You're using a template aren't you? Yuck. I can't think of any other reason something like an attack would elude you. Ignore throws for the moment, you're not ready for that just yet. In order to make an attack work the following must be true.

Movetype must = A
You must have a hitdef in place with all parameters that are "required" filled out. Most notably

hitflag
attr
damage

The rest are actually quite abitrary but those 3 are mandatory. Check the docs for details on them. FF3 won't do it all for you.

For 1: Please re-explain? I don't know what you're talking about.

Lastly, FF3 when it comes to coding is really a glorified notepad. You can type in all mugens code manually if you wish. The hot add stuff on the right is to speed it up so you just need to add in things like triggers and values.

Offline Andyi

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Re: Fighter Factory 3 help
« Reply #2 on: May 12, 2013, 02:11:41 AM »
You're using a template aren't you? Yuck. I can't think of any other reason something like an attack would elude you. Ignore throws for the moment, you're not ready for that just yet. In order to make an attack work the following must be true.

Movetype must = A
You must have a hitdef in place with all parameters that are "required" filled out. Most notably

hitflag
attr
damage

The rest are actually quite abitrary but those 3 are mandatory. Check the docs for details on them. FF3 won't do it all for you.

For 1: Please re-explain? I don't know what you're talking about.

Lastly, FF3 when it comes to coding is really a glorified notepad. You can type in all mugens code manually if you wish. The hot add stuff on the right is to speed it up so you just need to add in things like triggers and values.
Yes I was using a template by By N64Mario http://gcnmario.free.fr/mugen/characters.html
I can't see throws being much different to any other moves. (besides the extra coding..)
Like I said, I just used the code from KFM.
Only issue is I deleted his thrown animations and code then realized ''oh.. crap I needed them''.
Tried just pasting them back in then making new animations with the same Statedef numbers.. but he had quite a few of those so I'll probably just try pasting them all back in.

Though I will end up actually having to learn how to do it by scratch without just replacing sprites from other characters, so thanks for that.

1: The banner thing?
I mean stuff like this http://i42.photobucket.com/albums/e320/Andyeye/1_zpsce063ed0.png and this http://i42.photobucket.com/albums/e320/Andyeye/2_zps7cde11a0.png
I tried just replacing the sprites in group 9000 with other images of the same size.
The images are there, but they don't fit in the right place when mugen runs..

Offline Cyanide

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Re: Fighter Factory 3 help
« Reply #3 on: May 12, 2013, 02:59:25 AM »
Small icon is 25x25 and must be aligned to the top left. Large portrait is 120x140, same alignment.

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