Infinity MUGEN Team
IMT Main => M.U.G.E.N Help => Topic started by: Acey on October 18, 2012, 05:31:14 PM
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So here is my current issue:
If I add "P2stateno" to a hitdef it will direct the opponent to my cns file
If I add "targetstate" to a hitdef it will direct the opponent to my cns file as well
How can I send an opponent directly to a statedef within their own cns file without passing through a statedef in my own cns file?
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p2stateno
+
selfstate
trigger = time = 0
?
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what exactly do you need to happen?
for example
scarlet witch turns opponent into a frog (frog anim in sw code)
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@ ZVitor = 1 frame in my CNS file before going to self state. :(
@ Ark = I want to hit an opponent and put then into a custom gethit state without forcing them into my own CNS file first.
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yeah still not making sence to me, i understand the concept, but not the reason for it? i think i can only help if i know what your concepting
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Maybe p2stateno(for the 1 tick use your cns state that you want to send p2 in) + selfstate
let us know how it goes
MGMURROW
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So here is my current issue:
If I add "P2stateno" to a hitdef it will direct the opponent to my cns file
If I add "targetstate" to a hitdef it will direct the opponent to my cns file as well
How can I send an opponent directly to a statedef within their own cns file without passing through a statedef in my own cns file?
Don't add a "P2stateno" or "targetstate".
or
You could use a cutom state that goes directly to a selfstate
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@ MgMurrow, the 1 tick was the result of ZVitor's suggestion, p2stateno then selfstate, which still recognized the initial p2stateno before it sent the opponent into the self state.
@ Infinite Power - the custom state would be in my character's cns file, thus not solving the issue.
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Force opponent into their own state?
Hmm...sounds a lil confusing...let me give it a try...
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Targetstate
trigger1 = movehit
value = your state
ignorehitpause = 1
persistent = 0
in the custom state, don't set anim, type/physics= U
type = selfstate
trigger1 = 1
value = newstateno
ignorehitpause = 1
Done. Please try this as well, i've used a targetstate in omega red under state -2 for the launcher, you don't see p2 enter state 9040 at all.
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Targetstate
trigger1 = movehit
value = your state
ignorehitpause = 1
persistent = 0
in the custom state, don't set anim, type/physics= U
type = selfstate
trigger1 = 1
value = newstateno
ignorehitpause = 1
Done. Please try this as well, i've used a targetstate in omega red under state -2 for the launcher, you don't see p2 enter state 9040 at all.
Looks like Cyanide beat me to it. However Acey I think you asked that you want them to be forced into ANY statedef in their CNS? That includes all basics, special attacks, etc. right?
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that would be difficult outside of a full game. If you don't use state X, you break things. Like you might want me to enter hard punch. Have i used 202, 220, or some random number? You have no idea and guessing is a bad idea. There is also no selfstateexist like there is selfanimexist.
Outside of a full game that can't be done. Inside a full game, standardise your states and make use of a common variable.
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Cyanide's solution is what I'm looking for. Yes, this does happen to be for a full closed game. :-"
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Cyanide's solution is what I'm looking for.
:Terry, It seems like you're going with the custom state to selfstate approach... WoW!