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Author Topic: look up anim  (Read 449 times)

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Offline I.E.T. Arcade

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look up anim
« on: May 24, 2015, 05:47:57 AM »
Ok I have done this before but I'd like to know how to create a "seamless" look up state/anim transition. For example I have a 20 frame standing animation and a 20 frame look up animation. I'd like to transition between the 2 when the opponent jumps seamlessly without causing a jerky cut transition to the look up anim.

Any help would be appreciated.



Offline Cyanide

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Re: look up anim
« Reply #1 on: May 25, 2015, 05:44:28 AM »
You need to override state 40 and at time = 0 send them to the looking up state. It should be instant and as long as the changestate is executed before any other sctrl in 40 it will go there before any other anim changes occur.

My only question is, is this replacing jump altogether, or is it a double key press in some way. Like hold A + Up. If it's not replacing jump, and jump is still up, how do you now jump?

Offline I.E.T. Arcade

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Re: look up anim
« Reply #2 on: May 25, 2015, 07:39:25 AM »
I mean look up as in automatically look up like tekken


[State 0, look up]
type = ChangeAnim
triggerall = P2statetype=A
trigger1 = Anim != 2 && Anim != 5 && Anim !=20 && Anim !=21
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Anim = 20 && animtime = 0
trigger4 = Anim = 21 && animtime = 0
value = 2

[State 0, 1]
type = ChangeAnim
triggerall = P2statetype !=A
trigger1 = Anim != 0 && Anim != 5 && Anim !=20 && Anim !=21
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Anim = 20 && animtime = 0
trigger4 = Anim = 21 && animtime = 0
value = 0

Like for example with a basic code like this (Although not a very good one) my characters look up automatically when the opponent jumps. But when the opponent is koed  the animations repeated in an endless loop. Anyway My main query was to transition between the animations smoothly. But if you can tell me how to stop the ko glitch I'll glady settle for this code.

Offline Cyanide

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Re: look up anim
« Reply #3 on: May 26, 2015, 04:12:56 AM »
Oh i see, ok then.

Disallow it if you win is probably easiest

triggerall = winko = 0

For the clean transition, you mean, you want it to swap to up instantly or at the end of the 0 animation? Right now your code says to go straight to anim 2 if the opponent jumps. If you wanted it to happen at a specific point in anim 0 you need to use something like

anim = 0 && animelemtime(4) = 0

for example, or even animtime = 0 for when the 0 anim completes its loop.

Offline -Whiplash-

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Re: look up anim
« Reply #4 on: May 26, 2015, 05:59:34 AM »
I think he wants the anim to play the same animelem (or next maybe?) as the previous anim when it transisitions to the new one.

Try this:


[state 0, varset]
type = varset
trigger1 = anim = 0 || anim = 2
var(x) = animelemno
ignorehitpause = 1

[State 0, look up]
type = ChangeAnim
triggerall = P2statetype=A
trigger1 = Anim != 2 && Anim != 5 && Anim !=20 && Anim !=21
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Anim = 20 && animtime = 0
trigger4 = Anim = 21 && animtime = 0
value = 2
elemno = var(x) + 1

[State 0, 1]
type = ChangeAnim
triggerall = P2statetype !=A
trigger1 = Anim != 0 && Anim != 5 && Anim !=20 && Anim !=21
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
trigger3 = Anim = 20 && animtime = 0
trigger4 = Anim = 21 && animtime = 0
value = 0
elemno = var(x) + 1

Remember to replace x with a var you have free.

Also, I'm not sure what will happen if you look up at frame 20, considering there is no frame 21, will it loop back to frame 1 instead?
« Last Edit: May 26, 2015, 06:09:35 AM by -Whiplash- »

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