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.
;---------------------------------------------------------------------------
;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