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Author Topic: Regarding 1.0 Human Torch...  (Read 783 times)

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Offline Tazzer

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Regarding 1.0 Human Torch...
« on: January 28, 2012, 07:25:10 PM »
I have recently noticed that when you do the Flame Trap move with Torch, a hitspark appears at his own feet (not on the opponent).   Anyone know why this is and how to get rid of it?



Offline Cyanide

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Re: Regarding 1.0 Human Torch...
« Reply #1 on: January 28, 2012, 07:47:35 PM »
Hitspark or explod?

Hitspark is somewhat unlikely as if you had 0,0 on sparkxy it would be placed at p2's front body dist. While would be at your Y axis. Explod with a p1 postype and 0,0 which is more likely would be at your feet. It could also be a helper. Find the state, open it up, post it.

Do people do that here? Or does everyone helping out have the characters you guys talk about.

Offline Acey

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Re: Regarding 1.0 Human Torch...
« Reply #2 on: January 28, 2012, 08:13:00 PM »
Hitspark or explod?

Hitspark is somewhat unlikely as if you had 0,0 on sparkxy it would be placed at p2's front body dist. While would be at your Y axis. Explod with a p1 postype and 0,0 which is more likely would be at your feet. It could also be a helper. Find the state, open it up, post it.

Do people do that here? Or does everyone helping out have the characters you guys talk about.

Definately requesting code to be posted up in a good idea, I never assume anyone has any character I'm every talking about.

Edit: Character fixed and reuploaded.

Offline Tazzer

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Re: Regarding 1.0 Human Torch...
« Reply #3 on: January 28, 2012, 08:47:01 PM »
Re-downloaded, he is still doing it:

Here is a screen shot of it:



And this is the code of the move:

Code: [Select]
;Special3_a
[Statedef 1200]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 1200
juggle  = 4

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S15,3
channel = -1

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 6
ProjID =1200
projanim = 1202
projhitanim = 1202
projhits = 3
offset = 0,0
velocity = 0,0
projremovetime = 130
attr = S, SP
damage = 15,5
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,12
hitsound = S15,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
airguard.velocity = -3.5,-2.75
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
;palfx.time = 40
;palfx.add = 72,-19,-204
;palfx.mul = 338,389,256
;palfx.sinadd = 61,20,10,15
;palfx.invertall = 1
;palfx.color = 15


[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


***Edit*** Also, I forgot to mention.. it only happens if the opponent gets hit with the move.

Offline Cyanide

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Re: Regarding 1.0 Human Torch...
« Reply #4 on: January 28, 2012, 08:57:41 PM »
Uhhh, wow?

I feel like there should be more than that to it.

offset = 0,0
velocity = 0,0

for the projectile are kinda indicators to me that something is showing up at your feet. But anim and the hitanim are the same sprite, so.... also the projectile is the only thing hitting. I think i'd have to DL to work this one out, because i would need the SFF to work out what that animation actually is in order to follow it backwards. It looks like it's not truly involved in the attack at all.


Offline Tazzer

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Re: Regarding 1.0 Human Torch...
« Reply #5 on: January 28, 2012, 09:02:55 PM »
I found it weird myself.   I don't understand why it's happening.   I know that some characters react weirdly in different screenpacks... but this is an IMT character and I'm using an IMT screenpack, so I would think they'd be compatible.

It's not very likely it's the screenpack though.   

I did post all of the move code.   There are three versions of the move listed, and all three are basically the same.

Offline Cyanide

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Re: Regarding 1.0 Human Torch...
« Reply #6 on: January 28, 2012, 09:10:37 PM »
Please add this to the projectile sctrl

sparkxy = floor(p2dist X), 0

See what happens.

Offline Tazzer

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Re: Regarding 1.0 Human Torch...
« Reply #7 on: January 28, 2012, 09:13:36 PM »
That worked, it moved the hitspark over to the opponent.  Thanks alot for the assist.

Offline Acey

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Re: Regarding 1.0 Human Torch...
« Reply #8 on: January 28, 2012, 09:28:07 PM »
That worked, it moved the hitspark over to the opponent.  Thanks alot for the assist.

It was an imperfect solution since when the opponent backs into the fire the hitspark will not be perfectly placed. I should have made it an explode but that's for another time.

FYI for Cyanide, as you deduced it wasn't a hitdef, it was a projectile and the sparkxy was completely ommitted, thus defaulting to 0,0. Since it was a stationary projectile it gave the impression that the spark was on P1 rather than P2.

Offline Tazzer

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Re: Regarding 1.0 Human Torch...
« Reply #9 on: January 28, 2012, 10:24:41 PM »
It's cool.  It'll suffice for now until you're ready to update him.  Question though.. when you do update him are you going to  replace his fire effects (fireball, Plazma blast hyper, etc etc) with updated ones?  Certainly not implying that you have to.   It would just be nice to his effects match his cool fire aura and his Fire Trap effects.

Offline Acey

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Re: Regarding 1.0 Human Torch...
« Reply #10 on: January 30, 2012, 05:42:36 PM »
It's cool.  It'll suffice for now until you're ready to update him.  Question though.. when you do update him are you going to  replace his fire effects (fireball, Plazma blast hyper, etc etc) with updated ones?  Certainly not implying that you have to.   It would just be nice to his effects match his cool fire aura and his Fire Trap effects.

Yes, I would replace those as well. The way things are going right now though, I think the next version of Human Torch just might have to be Zombie Human Torch unless Marvel decided to bring him back to life.

Offline metamutant

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Re: Regarding 1.0 Human Torch...
« Reply #11 on: January 30, 2012, 05:55:51 PM »
Actually they brought him back relatively quickly.



Offline Acey

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Re: Regarding 1.0 Human Torch...
« Reply #12 on: January 30, 2012, 06:10:23 PM »
Guess I need to catch up, I hate killing someone then bringing them back, ever!

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