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Video Content Creation Reference | |
| | I need help with my char's attacks | |
| | Author | Message |
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HappyDevil
Posts : 29 Join date : 2013-04-30 Age : 23 Location : Las Vegas, Nevada
| Subject: I need help with my char's attacks June 1st 2013, 3:20 pm | |
| Hey! Happy Devil/vendetta here! I need your help with a bigbigbigbigbig problem too me! My characters attack's don't work! I was reecommend to put "HitDef" as the type. But it didnt work! so I need your help! heres the code of the one that works: - Code:
-
; Standing Light Punch ; CNS difficulty: easy [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set layering priority to 2 (in front)
[State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 12 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air
[State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 Help? thanks! - Hp/v | |
| | | YoungSamurai5
Posts : 946 Join date : 2012-05-01 Age : 30
| Subject: Re: I need help with my char's attacks June 1st 2013, 6:36 pm | |
| You need to watch a few coding tutorials | |
| | | borg117
Posts : 51 Join date : 2013-02-26
| Subject: Re: I need help with my char's attacks June 19th 2013, 10:13 am | |
| hm.., first of all, when you use Hitdef, try to change the trigger from your Time = 0 to !movecontact for example | |
| | | chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
| Subject: Re: I need help with my char's attacks June 19th 2013, 11:19 am | |
| - Vendetta wrote:
- Hey! Happy Devil/vendetta here! I need your help with a bigbigbigbigbig problem too me! My characters attack's don't work! I was reecommend to put "HitDef" as the type. But it didnt work! so I need your help! heres the code of the one that works:
- Code:
-
; Standing Light Punch ; CNS difficulty: easy [Statedef 200] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set layering priority to 2 (in front)
[State 200, 1] type = HitDef trigger1 = Time = 0 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = 5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 12 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air
[State 200, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 Help? thanks! - Hp/v Canyou send me your char? I can help you easy if you send me the chars I can fix the codding amigo | |
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