Public service announcement
Allot = fail
Alot = fail
A Lot
Also, DCL is right, use boxes and nothitby sctrl.
Actually, G-Lux saw fit to give his distaste for the movie and the worst side of the internet decided to rear it's ugly face. When that happens it's natural and normal to clean ou the thread.
Why is everyone ignoring my posts? Nothitby will NOT ensure that he won't be able to be hit out of the move. Unless you flag your move properly, or use a projectile state controller instead of a hitdef, THIS CAN ALWAYS HAPPEN Rock Howard vs The Void (http://www.youtube.com/watch?v=QDtAWwWRLQw#) Blue clsns don't mean you can't get touched.
There's no HitOverride code...
It doesn't work like that, DCL.If it wasnt a hit, it wouldnt list it as a hit.
HitOverride negates hits. Rock is not hitting The Void.
Btw, when I said negate, I didn't mean halt the attack completely. Think of it like this- Dokugami (Kyo's attack iirc) will continue even if he is hit while performing it. The move will still be considered as a hit on P2's side, but Kyo will continue and ignore the attack.
I'm asking Acey (or anyone really. Doesn't matter to me) to post a HitOverride state controller that will prevent the Void from being taken out of the Sentry's states.
Reversaldef uses Reversal.Attr. Which is for reading the enemy's hit attributes. It does not define your own. If you actually put attr on a reversaldef then your counter is pretty much ruined. So how can you reverse a reversal if it has no attr?
I hope you don't think I'm being malicious, DCL. :3
a destroyself at statedef -2 (or even -1)
with trigger ishelper and state = get hit is not enought to fix this kind of problem?
You seem to be trying your hardest to prove anyone here wrong about this, if you know we are wrong there's no need to prolong it right?
I don't think helper's can read the statedef -2. So the destroyself would be delayed until the helper returns to their root's states.
On the contrary, DCL. I want you to prove me wrong. You and Acey seem to be certain that Hitoverride is the way to go. Prove me wrong so I can improve. =3
Why do you keep ignoring my request for a HitOverride that will prevent the Void from leaving the Sentry's states? Post it! x3
If you use projectile instead of hitdef, the reversaldef won't work. Alternatively, you can use a throw attr, because who's gonna use a reversaldef on a throw?
I wasn't actually suggesting using a throw attr on a projectile sctrl. (Projectiles don't use attr) I meant use a throw attr on the player's attacking hitdef.
^^(PM)^
It does work like that. Hit override can negate throws and reversals as well.
I think I should apologize here.
T.O.P.S, I'm sorry your topic was flooded with these posts. Most of this was because of me. =[
DCL, I really hope you don't think I was trying to berate or disrespect you. I just couldn't not say anything since I've had encounters with creating helpers that don't end up like they were coded by Acey.
I hope you guys can forgive me. ;3
Maybe instead of thinking you have advanced (or even beginner)knowledge of coding, you should actually learn how things work. Or maybe you're right and can prove it!
First of all the code I posted would need to change to def 3240 instead of def 3220 and you'll need to put the code into def 3210 through 3230. Even with that said there is your main point of the attributes...
Now the reversal def takes on the hitdef attributes (pausetime, etc..) of the opponent, so are you saying that a reversal def won't take on the atttributes of the hitdef as well? That's pretty lame if it's true. Can't blame you though, you didn't program the engine.
In the very least we can agre-
Do you still want to continue or-?@ DCL, I split the topic so I can carry on talking with Y without mucking up the Venom topic.
^^(PM)^
It does work like that. Hit override can negate throws and reversals as well.
:O*D
:O*D
I'll dump it eventuallyWhy dump it? There's a lot of knowledge in this thread. I'm sure someone can learn something from reading through this as evidenced by the last two posts. I even learned a bit from reading this.
pfff, Mr. "statedef -2" solves everything... you're right, but still...
Maybe instead of thinking you have advanced (or even beginner)knowledge of coding, you should actually learn how things work. Or maybe you're right and can prove it!
So instead of pretending that you have advanced (or even beginner) knowledge of coding you can go start making stuff then get back with me later.
(Walks In) WoW..........
Why do I feel like a quiet, yet violent storm is about to come? :-?? Better grab me some C.R.O.M. Wolvenom popcorn :O*D and sit back....
@^@ I feel a Ultra Combo coming pretty soon!!!! :Terry
Hopefully this will help fix the IMT chars as well as TOPS's.
-Snip-
Here's what my projectile helper can get hit by...
[State 1050, HitBy]
type=HitBy
trigger1=1
value=SCA,AP ;ALL Projectile based attacks...
ignorehitpause=1
The only time I can think of someone using reversaldef with a proj attr & p2stateno is for characters that reflect projectiles. In those instances, since there's really no 100% surefire way to completely reflect a projectile, most creators send the projectile to a certain state, force it to be destroyed, and then send out their own projectile.
?
AP and not NP,SP,HP? Wait. I thought the first character of the second argument can either be N, S, or H. The second character can be A,T, or P. Would AP really work? I would think you need to rewrite that as SCA, NP,SP,HP.
Also, I don't think you need time=-1 on that hitoverride you posted. Cuz' if trigger1 = 1 the sctrl will activate indefinitely (Actually, wouldn't omitting time return a value of 1?).
Example:
; Not hit by anything
trigger1 = 1
type = NotHitBy
value = SCA
; Not hit by normal attacks, and all projectiles
trigger1 = 1
type = NotHitBy
value = , NA, AP
Perhaps I'm not good enough to help you, maybe it's best to see if you can find your answers from someone who's more experienced at Mugen than I am...(click to show/hide)
.......
Anyway...let's clear something up for reversaldef and hitoverride okay...