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 Magneto shockwave problem (solved)

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Alligator Puppy

Alligator Puppy


Posts : 7
Join date : 2021-05-16

Magneto shockwave problem (solved) Empty
PostSubject: Magneto shockwave problem (solved)   Magneto shockwave problem (solved) EmptyJune 4th 2021, 8:02 am

Good day fellas, have this problem with magneto when the shockwave hits one or more opponents where it would blast them off-screen, the animation becomes stuck. Seems like this issue only occurs when facing two or more opponents.

Currently, two versions of Magneto have the same problem, one belongs to JETthePHOENIX and ZVitor where the hyper grav is converted to barbed wire wrap, and magnetic tempest hypers is him throwing all kind of stuff including a dead sentinel head which results in a big explosion lol. Another version is a very OP one which belongs to Kong I think

With this portrait
Magneto shockwave problem (solved) 120?cb=20150404124922

This version is the closest thing to the Magneto in children of the atom.

Both versions have the same issue where the shockwave animation become stuck like the below video



Will this be an easy fix for a non-coding guy like me? let me know what I can do here, any help would be much appreciated


Last edited by Alligator Puppy on June 6th 2021, 9:42 pm; edited 2 times in total
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Alligator Puppy

Alligator Puppy


Posts : 7
Join date : 2021-05-16

Magneto shockwave problem (solved) Empty
PostSubject: Re: Magneto shockwave problem (solved)   Magneto shockwave problem (solved) EmptyJune 6th 2021, 9:31 pm

Ok, I think I've found the solution after using the debug mode and mess with the codes just a little bit.

For JETthePHOENIX and ZVitor version, open hypers.st and go to shock wave section's statedef 3001, add these lines

[State 3001]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

And then open the overrides.st which contains the statedef -2 codes, search for the run into screen line that contains the stateno 7827, then replace the 7827 to 101

Like this

[State -2]
type = ChangeState
triggerall = roundstate = 2
triggerall = Movetype != H && Stateno != 101 ;7827
trigger1 = BackEdgeDist < -10 -const(size.ground.front)-const(size.ground.back)
trigger1 = StateType != A
value = 101 ;7827

I've tested the character for 20 minutes, tried many things including pressing many buttons when the character runs into the screen, so far for gameplay-wise including AI, the changes didn't introduce another problem Smile.

-------------------
As for KONG's Magneto, open the MVC2_Magneto_-2.cns and search for 7827 as well, then replace the 7827 with 100

like this

[State -2]
type = ChangeState
triggerall = roundstate = 2
triggerall = Movetype != H && Stateno != 100 ;7827
trigger1 = BackEdgeDist < -10 -const(size.ground.front)-const(size.ground.back)
trigger1 = StateType != A
value = 100 ;7827

State 100 is the dashing/running state, which allows the user to regain control shortly after



I don't know if this is the correct way, at least now no more stuck animation

gartanham, yolomate and alnyrd like this post

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