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Author Topic: A Basic Guard Crush Template (Older, Skill Lvl = Beginner)  (Read 1061 times)

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Offline ClubSyN-X-TReME

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    • Club SyN -X-treme
The method I created for this will consist of using the a VarADD sctrl in the characters guard hit states, and a custom template you can adjust to your likings for the actual guard crush to take place.

Add this to your guard hit states in your common1.cns or to states 150, 152, and 154.

[State 0,VarAdd]
type = VarAdd
trigger1 = time = 1
v = x
value = 1

That varable sctrl will keep track of how many times your character recived a blocked hit. Let x represent a numeric variable you have free, and remember what that varable is for.

In those same states a change state that will activate after a cetain amount of blocked hits was recived. lets use 10 for example. This is what the changestate would look like below:

[State 0,Changestate]
type = changestate
trigger1 = var(x) = 10
value = XXXX ---- your guard crush stateno.

*The amount of blocked hits can be easily changed from 10 to whatever suits you.

The changestate will happen on its own once mugen detects that the character was hit while blocking atleast 10 times, hence the trigger line (trigger1 = var(X) = 10 ). The value on the changestate should be whatever statedef number you placed your guard crush animation and settings under. For instance if your guard crush was under statedef 12345, then XXXX would be 12345 representing the standing guard crush statedef. Remember, you have three kinds of guard hit states in the common1.cns. One for standing, crouching, and air. Each changestate should be set for the guardcrush representing each statetypes.

To start this off, a small template.

[statedef 12345]
type = S --- statetype is standing
movetype = i
physics = n
ctrl = 0
anim = XXXX --- your guard crush anim from your air file

[State 12345, Velset]
type = velset
trigger1 = time = 0
x = -1.4 -- adjust to suit your likings

[State 12345, Velset] --- this stops the sliding after ten ticks
type = velset
trigger1 = time = 10 --- adjust to your likings,
x = 0

[State 12345, Changestate]
type = changestate
trigger1 = animtime = 0 ---- this activates after the guard crush completes its animation
value = 0 -- goes into the characrters standing state
ctrl = 1 -- gives you control of the player.

You can add extra stuff to this like a sound to play when the gurad crsuh is at play, and explod for an effect or a palfx scrtl for other effects or whatever. The above was just a small example for you to use and adjust.

One final thing, you can use the above template for making a crouching guard crush state as well as air blocking. Remember the statedef number has to be different from the standing guard cruch amd instead of type = S, you would use type = C or type = A.

Now one final thing. We need to reset the variable after the characters guard was broken. If this was not implemented, then he guard break will occur after every blocked hit afterwards. A simple solution is to ad a Varset in statedef two. If you font have a statedef - 2 in your works, just add this:

[statedef - 2]

Now in statedef - 2 anything coded under that will have an effect no on the character no matter what state its in. Basically it will always happen. So kinda becareful on whats coded here. Now add a Varset under this state and we will set it to activate after the guard break took place.

[State - 2, Varset]
type = Varset
trigger1 = var(x) = 10
v = x
value = 0

Every usable varable is always present during a match and the all start out with a value of 0. So since the value increases with each blocked hit, it resets to 0 after 10 blocked hits and it will take another 10 blocked hits for the guard crush is activated.

There you have it.



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