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IMT Main => M.U.G.E.N Help => Topic started by: SesakaX on May 27, 2009, 11:48:23 AM

Title: When my character gets hit when doing a VelSet air move...
Post by: SesakaX on May 27, 2009, 11:48:23 AM
When my character gets hit when doing a VelSet air move, he then stands up in mid air until he jumps to the actual ground below.

(Sorry, I don't want to put in a very long time, do I continue it in the description.)

I don't know how to fix it, so that's why I come here again to find answers.
Can anyone help me on fixing this problem? I think a certain type of code will help? :)

Also, I would like to thank the people who helped me with the KO clone glitch. :thumbsup:
I had found the problem with that. It was a statedef number that made a clone. I'm using it to replace the clone with a neat effect because if I put the KO effect # as a statedef number, it makes a small shadow. With another effect, it appears around my upcoming character.
Title: Re: When my character gets hit when doing a VelSet air move...
Post by: El Chupacabras on May 27, 2009, 02:38:01 PM
It probably has to do with the statetype you're using for the attack... post the code you have.
Title: Re: When my character gets hit when doing a VelSet air move...
Post by: SesakaX on May 28, 2009, 06:04:12 PM
It probably has to do with the statetype you're using for the attack... post the code you have.

Well, for my character to go into the attack stage after the VelSet jumping stage, the jumping animation has to have the different number of statedef and the attack a different number for it's stage def.

I didn't say it before, but my IBM can't go online a few days earlier and I was on my Mac (and still is. lol) Soon I'll bring in the copy of the code very soon.
Title: Re: When my character gets hit when doing a VelSet air move...
Post by: SesakaX on May 31, 2009, 09:42:32 PM
Here's the code, if anyone else is interested in it.

;Air Epic Cutter jump
[StateDef 1015]
type = S
movetype = A
physics = S
anim = 1015
ctrl = 0
velset = 0,0

[State 1015, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S5,3
channel = 0

[State 1015, VelSet]
type = VelSet
trigger1 = time = [1, 32]
x = 0
y = -3
;ignorehitpause =
;persistent =

[State 1015, changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 1016
ctrl = 1

;---------------------------------------------------------------------------
;Air Epic Cutter (throw)  This is just part of the throw. If anyone wants to see a full version, I'll do just that.
[Statedef 1016]
type     = S
movetype = A
physics  = S
poweradd = 0
juggle = 2
anim = 1016
ctrl = 0
velset = 0,0,0

;Epic Cutter Beam
[State 1016, 1]
type = Helper
trigger1 = time = 30
ID = 1012
Pos = 28,-1
postype = p1
stateno = 1012
helpertype = normal
keyctrl = 0
ownpal = 0

;spawn (create) the cutter projectile as a helper
[State 1016, 2]
type = Helper
trigger1 = time = 30
ID = 1030
Pos = 46,5
postype = p1
stateno = 1030
helpertype = normal
keyctrl = 0
ownpal = 0
Title: Re: When my character gets hit when doing a VelSet air move...
Post by: El Chupacabras on June 01, 2009, 11:16:18 AM
Quote from: Cyanide
put your type to A and your physics to N while you aren't on the ground (pos Y!= 0)
Title: Re: When my character gets hit when doing a VelSet air move...
Post by: SesakaX on June 01, 2009, 02:18:01 PM


Air physics...lol why didn't I thought of that before? Maybe my mind was preoccupied with summer stuff, sorry.  :(|)

Rank = now a bit above the newbie level.


Thank you for the code. I also tried the N physics and it's very useful!  ^^(PM)^
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