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Author Topic: Pop-Up Attacks  (Read 660 times)

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Offline The Question

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Pop-Up Attacks
« on: May 14, 2010, 01:18:15 AM »
Is there a tutorial here, or somewhere else that explains how to code pop-up attacks?



Offline Fallen_Angel

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Re: Pop-Up Attacks
« Reply #1 on: May 14, 2010, 09:29:20 AM »
what do you mean by pop-up attacks??


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Offline DARKTALBAIN

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Re: Pop-Up Attacks
« Reply #2 on: May 14, 2010, 10:46:17 AM »
I was playing mugen the other day & a " pop up " for mediafire attacked my character.....lol

I do think you need to explain what you mean by this?
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Mugen, some choose to create and some choose to criticize.^-^


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Offline Spidermew

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Re: Pop-Up Attacks
« Reply #3 on: May 14, 2010, 10:48:18 AM »
I would assume based on the question he means attacks that can "pop up" the enemy into the air.

Offline The Question

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Re: Pop-Up Attacks
« Reply #4 on: May 14, 2010, 01:18:39 PM »
Launchers. Uppercuts. Didn't know they had an official name.

Offline ATiC3

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Re: Pop-Up Attacks
« Reply #5 on: May 14, 2010, 02:14:08 PM »
You have to set it in the hitdef for the move... Like it should say -1,-2... make it like -1,-7 or something like that..
 

Offline Fallen_Angel

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Re: Pop-Up Attacks
« Reply #6 on: May 15, 2010, 12:50:51 AM »
You have to edit these

animtype = Up ; makes him look like  being launched

ground.velocity = 0,-12 ; x,y....y lower values means higher

air.velocity = 0,-12



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Offline The Question

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Re: Pop-Up Attacks
« Reply #7 on: May 19, 2010, 03:23:27 AM »
Thanks guys

Offline Malivictus

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Re: Pop-Up Attacks
« Reply #8 on: June 21, 2010, 03:50:43 PM »
I am to trying this with a SNK char I am making ( have placed my SF3 Dan on hold for now till I can find a Good coding Tut ) but I want to add a Air combo starter and I followed your help I can now get the person to hit them up but he still will not follow them IE I hit them up and when I try to Super jump he wont until the person I hit starts to land..

;===========<Crouching Hard Punch>==========
[Statedef 420]
type=C
physics=C
movetype=A
anim=420
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 420, Snd]
type=playsnd
trigger1= animelem=1 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 420, Snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 420, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
ID = 200*!var(20)
attr = C,NA
hitflag = MAF
guardflag = MA
priority = 4,Hit
damage = ceil(ifelse(fvar(11)*90<7, 7, fvar(11)*90)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Up
air.animtype = Up
fall.animtype = Up
ground.type = Low
air.type = High
ground.hittime = 18 + 4*var(9)
ground.slidetime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 180
ground.velocity = 0,-12
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = 0,-12
air.cornerpush.veloff = 0
yaccel = .39
fall = 0
fall.recover = 1
fall.recovertime = 120;-animtime + ifelse(var(20), 6, 12)
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=42), var(36):=-90
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = 5


[State 420, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=4 && !movecontact && !movereversed
ID = 200*!var(20)
attr = C,NA
hitflag = MAF
guardflag = MA
priority = 4,Hit
damage = ceil(ifelse(fvar(11)*76<7, 7, fvar(11)*76)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 18 + 4*var(9)
ground.slidetime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = ifelse(var(20), -4.86, -10.52), 0
ground.cornerpush.veloff = 0
guard.velocity = ifelse(var(20), -4.86, -10.52)
guard.cornerpush.veloff = 0
air.velocity = 0,-12
air.cornerpush.veloff = 0
yaccel = .39
fall = 0
fall.recover = 1
fall.recovertime = 120;-animtime + ifelse(var(20), 6, 12)
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=29), var(36):=-139
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 420, Anim]
type=changeanim
trigger1= movecontact=1 && hitpausetime
trigger1= animelemtime(4)>=0 && animelemtime(5)<=0
trigger1= hitpausetime<=ifelse(var(20), 4, 10)
value=420
elem=5
ignorehitpause=1

[State 420, Type]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I
[State 420, End]
type=changestate
trigger1= !animtime
value=11
ctrl=1

where am I going Wrong in my Coding ? yes this is a char that someone else has started so I am a bit over my head on this and I tried to contact its maker but sadly I cant get in touch with them and I would really like some help with this thanks..
U is a letter NOT as Word....

Offline The Question

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Re: Pop-Up Attacks
« Reply #9 on: June 26, 2010, 08:32:52 PM »
To start the air combo, I think you'd need to work with the air attack, am I correct?

Offline Malivictus

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Re: Pop-Up Attacks
« Reply #10 on: June 29, 2010, 03:24:39 AM »
well I dont know this is my question I need to know if its my code or if it mite something else..
U is a letter NOT as Word....

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