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Author Topic: Hurricane Kick problem  (Read 465 times)

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Offline Kev The Galaxybender

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Hurricane Kick problem
« on: January 03, 2008, 05:49:28 PM »
Sheng Long's fierce hurricane kick, the first part of it is unblockable, the part when he leaps into the air and the knee launches forward before the kicks start. I checked the guard flags and they're set correctly but you still get hit by the first part. I even added a hit flag, but that still doesn't work. Could someone look at this code and help me fix it???

for the record, I removed the hitflag I had written in because there was no hotflag there to begin with, this how the code was originally written.


; Fierce Tatsu takeoff
[Statedef 3012]
type    = A
movetype= A
physics = N
juggle  = 15
poweradd= 120
velset = 0,0
anim = 3010
ctrl = 0
sprpriority = 2

[State 3012, vel]
type = velset
trigger1 = time > 0
x = 3
y = -4

[State 3012, first hit]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Hard
damage    = 45, 15
priority  = 6
guardflag = MA
pausetime = 12,15
sparkno = 3
sparkxy = -10,-60
hitsound   = S1,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -.2,-4.5
air.type = Low
air.velocity = -3.4,-6
fall = 1
air.fall = 1

[State 3012, ch]
type = changestate
trigger1 = animtime = 0
value = 3002

;-------------------------------------------------------
; Fierce Tastumaki-senpukyaku (spinning)
[Statedef 3002]
type    = A
movetype= A
physics = N
juggle  = 0
velset = .2,0
anim = 3002
ctrl = 0
sprpriority = 2

[State 3002, grunt]
type = PlaySnd
trigger1 = animelem = 1
value = S10, 1

[State 3002, whoop]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 11
trigger4 = animelem = 15
trigger5 = animelem = 19
trigger6 = animelem = 23
value = S0, 2

[State 3002, vel]
type = velset
trigger1 = animelem = 2
x = 4
y = 0

; This hit puts opponent into position for the rest of the kicks
[State 3002, first hit]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Hard
damage    = 45, 15
priority  = 6
guardflag = MA
pausetime = 12,15
sparkno = 3
sparkxy = -10,-60
hitsound   = S1,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -.2,-4.5
air.type = Low
air.velocity = -3.4,-6
fall = 1
air.fall = 1

; Nasty juggling - That Gouken ... he a bad mans!
[State 3002, afterhits]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 9
trigger3 = animelem = 13
trigger4 = animelem = 17
attr = S, SA
animtype  = Hard
damage    = 40, 15
priority  = 5
hitflag = MAF
guardflag = MA
pausetime = 14,16
sparkno = 3
sparkxy = -10,-60
hitsound   = S1,5
guardsound = S6,0
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = -3.4,-7
fall = 1
air.fall = 1

[State 3002, 7]
type = ChangeState
trigger1 = Time = 40
value = 3020

can someone please help???



Offline Fallen_Angel

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Re: Hurricane Kick problem
« Reply #1 on: January 03, 2008, 06:02:51 PM »
You need to add the hitflags to all the hitdefs :-??


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Offline Kev The Galaxybender

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Re: Hurricane Kick problem
« Reply #2 on: January 03, 2008, 06:23:38 PM »
I did that and it still didn't work

Offline Kev The Galaxybender

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Re: Hurricane Kick problem
« Reply #3 on: January 03, 2008, 08:16:21 PM »
the only thing I was able to do is give him a hitflag = N on that first hit, the knee so it's more like Ry's hurricane kick and less like Ken's on start up

Offline Fallen_Angel

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Re: Hurricane Kick problem
« Reply #4 on: January 03, 2008, 08:38:47 PM »
Are you sure that those are the statedefs??, I remember that  if you dont have hitflag the attack doesnt touch the enemy :-??


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Offline Kev The Galaxybender

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Re: Hurricane Kick problem
« Reply #5 on: January 03, 2008, 09:02:44 PM »
I'm positive, the move would hit, and it had no hitflag, and it had a guard flag of MA and them move would still hit, and the starup was unblockable. As soon as I added a hitflag that was N, the startup (the knee) it would not miss and the hurricane kick would act as Ryu's do in some capcom games opposed to Ken's where the rising knee of the move would hit then go into the hurricane kick.

Offline TrunkJunky

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Re: Hurricane Kick problem
« Reply #6 on: January 04, 2008, 03:20:49 AM »
Quote
priority  = 6

Perhaps lower the priority of the hit? :-??

Offline Kev The Galaxybender

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Re: Hurricane Kick problem
« Reply #7 on: January 04, 2008, 04:29:14 AM »
that doesn't work either. Don't sweat it, the way I have it, it's working fine. One has to know how to improvise

Offline Fallen_Angel

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Re: Hurricane Kick problem
« Reply #8 on: January 04, 2008, 08:45:38 AM »
can you tell me where can I download that char so I can check


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Offline Kev The Galaxybender

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Re: Hurricane Kick problem
« Reply #9 on: January 04, 2008, 09:23:21 AM »
I dont remember where I got him from, but he had a few unblockable moves. His dragon punch was like that but I fixed it

Offline Sabaki

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Re: Hurricane Kick problem
« Reply #10 on: January 04, 2008, 01:50:20 PM »
Here's what I think may help, just based off of what you shown and I think you're requesting. If you don't want the 1st part to hit, you have to change the trigger. Here's what I mean.


;-------------------------------
[State 3012, first hit]
type = HitDef
trigger1 = AnimElem = 1 ; 1st animation frame, set to hit
attr = S, SA
animtype  = Hard
damage    = 45, 15
priority  = 6
guardflag = MA
pausetime = 12,15
sparkno = 3
sparkxy = -10,-60
hitsound   = S1,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -.2,-4.5
air.type = Low
air.velocity = -3.4,-6
fall = 1
air.fall = 1
;-------------------------------

What you can do is either remove that entire hitdef or set the 1st hit on another animation frame, like #2 or #3, like so:

trigger1 = AnimElem = 2 

Also, check the AIR file, look for the anim, and if there's a clsn1 box on the 1st animation (attack box, red), remove it.

As for the unblockable hits, I think you fixed it already, so I'll leave that alone. Hope this helps.
« Last Edit: January 04, 2008, 01:51:58 PM by sabaki »

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