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and make another "laser" animation for the proyectile
Dj luke
Posts : 378 Join date : 2016-05-11 Age : 33 Location : Poland
Subject: Re: Shinnok Mortal Kombat WIP my version lol August 27th 2018, 11:26 am
Before I made it, added explode, but it did not work properly.
Dj luke
Posts : 378 Join date : 2016-05-11 Age : 33 Location : Poland
Subject: Re: Shinnok Mortal Kombat WIP my version lol August 27th 2018, 12:59 pm
I made new attack. How to make it possible when the opponent is falling down, I want to hit him in the air.
I made it in the easiest way ;volcano 1555 ;----------------------- ; CNS difficulty: easy [Statedef 1555] type = S movetype= A physics = S poweradd= 30 * !var(20) ctrl = 0 velset = 0,0 anim = 1555 sprpriority = 2 facep2=1
[State 1555, 2] type = PlaySnd trigger1 = Time = 1 value = 32, 1 volumescale = 700
[State 1555, 2] type = PlaySnd trigger1 = Time = 20 value = 7, 4 volumescale = 700
[State 1555, 2] type = PlaySnd trigger1 = Time = 30 value = 7, 4 volumescale = 700
[State 1555, 2] type = PlaySnd trigger1 = Time = 40 value = 7, 4 volumescale = 700
; portal1 [State 228, 3] type = Projectile trigger1 = Time = 10 projanim = 1404 ;Action id 1005 is XHD's fireball animation projhitanim = -1 ;Action id when fireball hits projremove = 0 offset = 305, 20 ;Creation offset from player (x,y) velocity = 0, 0 ;Speed fireball moves (x,y) (optional) remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt) accel = 0, 0 ;Acceleration (opt) projremovetime = 120 projscale = .4,.4 ; HitDef part of projectile info attr = S, SP getpower = 40 damage = 0,0 givepower = 60 guardflag = MA pausetime = 0,0 sparkno = 999999 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -13,5 air.velocity = -2.5,-5.5 air.juggle = 3 fall =0
;portal2 [State 228, 3] type = Projectile trigger1 = Time = 20 projanim = 1404 ;Action id 1005 is XHD's fireball animation projhitanim = -1 ;Action id when fireball hits projremove = 0 offset = 205, 20 ;Creation offset from player (x,y) velocity = 0, 0 ;Speed fireball moves (x,y) (optional) remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt) accel = 0, 0 ;Acceleration (opt) projremovetime = 120 projscale = .4,.4 ; HitDef part of projectile info attr = S, SP getpower = 40 damage = 0,0 givepower = 60 guardflag = MA pausetime = 0,0 sparkno = 999999 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -13,5 air.velocity = -2.5,-5.5 air.juggle = 3 fall =0
;portal3 [State 228, 3] type = Projectile trigger1 = Time = 30 projanim = 1404 ;Action id 1005 is XHD's fireball animation projhitanim = -1 ;Action id when fireball hits projremove = 0 offset = 105, 20 ;Creation offset from player (x,y) velocity = 0, 0 ;Speed fireball moves (x,y) (optional) remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt) accel = 0, 0 ;Acceleration (opt) projremovetime = 120 projscale = .4,.4 ; HitDef part of projectile info attr = S, SP getpower = 40 damage = 0,0 givepower = 60 guardflag = MA pausetime = 0,0 sparkno = 999999 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -13,5 air.velocity = -2.5,-5.5 air.juggle = 3 fall =0
;fireball1 [State 1555, 4] type = Projectile trigger1 = Time = 20 projanim = 1556 ;Action id 1005 is XHD's fireball animation projhitanim = -1 ;Action id when fireball hits projremove = 0 offset = 350, 40 ;Creation offset from player (x,y) velocity = 0, -3 ;Speed fireball moves (x,y) (optional) remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt) accel = 0, 0 ;Acceleration (opt) projremovetime = 120 projscale = .4,.4 ; HitDef part of projectile info attr = S, SP getpower = 40 damage = 120,70 givepower = 60 guardflag = MA pausetime = 0,0 sparkno = s1405 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0
[State 1555, 5] type = Projectile trigger1 = Time = 30 projanim = 1556 ;Action id 1005 is XHD's fireball animation projhitanim = -1 ;Action id when fireball hits projremove = 0 offset = 250, 40 ;Creation offset from player (x,y) velocity = 0, -3 ;Speed fireball moves (x,y) (optional) remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt) accel = 0, 0 ;Acceleration (opt) projremovetime = 120 projscale = .4,.4 ; HitDef part of projectile info attr = S, SP getpower = 40 damage = 120,70 givepower = 60 guardflag = MA pausetime = 0,0 sparkno = s1405 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 3,-9 air.velocity = 3,-9 air.fall = 1 guard.dist = 60 fall.recover = 1 air.juggle = 3 yaccel = .375 fall = 1 fall.damage = 50
[State 1555, 3] type = Projectile trigger1 = Time = 40 projanim = 1556 ;Action id 1005 is XHD's fireball animation projhitanim = -1 ;Action id when fireball hits projremove = 0 offset = 150, 40 ;Creation offset from player (x,y) velocity = 0, -3 ;Speed fireball moves (x,y) (optional) remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt) accel = 0, 0 ;Acceleration (opt) projremovetime = 120 projscale = .4,.4 ; HitDef part of projectile info attr = S, SP getpower = 40 damage = 120,70 givepower = 60 guardflag = MA pausetime = 0,0 sparkno = s1405 sparkxy = 0, 0 hitsound = 5,3 guardsound = 6,0 ground.type = High ground.slidetime = 20 ground.hittime = 20 ground.velocity = 3,-9 air.velocity = 3,-9 air.fall = 1 guard.dist = 60 fall.recover = 1 air.juggle = 3 yaccel = .375 fall = 1 fall.damage = 50
[State 1555, End] type = ChangeState trigger1 = !AnimTime value = 0 ctrl = 1
LESSARD
Posts : 2221 Join date : 2016-06-19 Age : 45 Location : In your wildest mugen Dreams
Subject: Re: Shinnok Mortal Kombat WIP my version lol August 27th 2018, 1:22 pm
in the hit def must add this parameters:
hitflag = MAF
If you mean when the foe is lying in the floor; the add:
hitflag = MAFD (this means the the foa can be hitted Mid, Air, Falling, Down
Last edited by LESSARD on August 27th 2018, 1:26 pm; edited 1 time in total
Dj luke
Posts : 378 Join date : 2016-05-11 Age : 33 Location : Poland
Subject: Re: Shinnok Mortal Kombat WIP my version lol August 27th 2018, 1:24 pm
In projectile?
IT works Bro
LESSARD
Posts : 2221 Join date : 2016-06-19 Age : 45 Location : In your wildest mugen Dreams
Subject: Re: Shinnok Mortal Kombat WIP my version lol August 27th 2018, 1:28 pm
yes, you can put it here, next to the guardflag :
; HitDef part of projectile info attr = S, SP getpower = 40 damage = 120,70 givepower = 60 guardflag = MA hitflag = MAFD ;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< pausetime = 0,0 sparkno = s1405 sparkxy = 0, 0
Dj luke
Posts : 378 Join date : 2016-05-11 Age : 33 Location : Poland
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 6th 2018, 12:03 pm
How to make state when every fireball are bounce back to opponent? HELP I saw it in Onaga character
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 6th 2018, 7:27 pm
Are you talking about auto-aim of a projectile (like heat seeking missile)? Or Reflecting a projectile back at the opponent (like Wonderwoman with her wrist bands)?
Dj luke
Posts : 378 Join date : 2016-05-11 Age : 33 Location : Poland
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 6th 2018, 11:59 pm
More like wonder woman. Shinnok shows the shield and any fireballs/distance attacks are bouncing back to an opponent
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 7th 2018, 12:25 am
Here are 3 tutorials on it.
Vans made the first one and explains every part in detail: Reflecting Projectiles by Vans
Here is the second one by Elix:
Elix wrote:
Projectile reflection written by Elix
Projectile Reflection « on: July 14, 2005, 02:11:05 AM »
Reversal Code: [State Reversal] type = reversaldef trigger1 = !movehit reversal.attr = SCA, AP p2stateno = 1901
Change Direction and Reset Code: [Statedef 1901];projectile reflected
[State Turn] type = turn trigger1 = !time
[State Selfstate] type = selfstate trigger1 = 1 value = prevstateno ignorehitpause = 1
Application--var(59) even = P2 reversal, var(59) odd = P1 reversal/sending Use (var(59)%2)=1 for enemy projectile hitdefs and use (var(59)%2)=0 for friendly attacking projectiles. Code: [Statedef 1601];projectile state [...] ctrl = 0*((var(0):=root, anim) + (var(59):=var(59) + 1))
Own reversal Code: [State Double Reflect] type = changestate trigger1 = (var(59)%2) = 0;facing != root,facing trigger1 = root, stateno = 1900 && (root, animelem = 7 || root, animelem = 8 || root, animelem = 9) && abs(pos X -root, pos X) = [0,140] trigger1 = pos Y = [-30,90] value = 1901 Notice the pos x/y ranges mimic his collisions during his reversal move.
I have to thank GCNMario for his Guile and reversal code for which I copied directly initially. If it's originally his that is. I'm not so sure !movehit is needed, but I left it there anyway. I tried it on Evil Ryu as another character just in case I was only getting Vega vs. Vega results and I wasn't. Though ER would need to consider to adjust the position for when the helper gets mirrored and affectteam = F when inverted. But friendly reversal won't work for teammates.
And a 3rd by unknown author:
Unknown wrote:
Basic Projectile reflection... ________________________________________ Here is a basic idea of projectile reflection i had, It's not perfect but basically works. If anyone wants to finish it, go ahead.
Basically, the idea is a Reversal that just makes the player, or in this case a helper, turn around.
The concept requires: Helpers used as projectiles, using a constant Velset controller.
For example:
;--------------------------------------------------------------------------- ; Fireball 1 [Statedef 1001] type = A movetype= A physics = N anim = 1001 ctrl = 0
[State 1001, VelSet] type = VelSet trigger1 = 1 x = 5
; If you skip the Velset and use just the one in the statedef, ; the projectile will turn, but keeping the original trajectory.
[State 1001, 2] type = HitOverride trigger1 = time = 0 time = -1 attr = SCA, AP slot = 0 stateno = 1002
[State 1001, ChgStat] type = ChangeState trigger1 = Time = 60 trigger2 = Movehit value = 1002
Then, you need the reflect move. In the state a reversal should look like this:
[State 900, 3] type = ReversalDef trigger1 = AnimElem = 3 attr = S, ST reversal.attr = SCA, AA pausetime = 4,4 sparkxy = 35,-80 hitsound = 6,0 p2facing = -1 fall = 1
The reversal forces a turn on every attack it touches, making a funny effect with normal moves. Also, notice that the helper's hitdef attributes are S,SA. Using S,SP with projectiles and SCA,AP on the reversal will NOT work.
I'm still trying to figure out a way of being hit by your own reflected projectile, without hitting your teammate with an unreflected projectile.
Have fun!
Dj luke
Posts : 378 Join date : 2016-05-11 Age : 33 Location : Poland
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 7th 2018, 12:37 am
;tarcza [Statedef 1333] type = S movetype= A physics = S juggle = 4 poweradd= 50 velset = 0,0 anim = 1333 ctrl = 0 sprpriority = 2
[State 1333, 1] type = PlaySnd trigger1 = Time = 9 value = 7, 14 volumescale = 700
[State 1333, 1] type = PlaySnd trigger1 = Time = 15 value = 32,1 volumescale = 500
[State 1333, 1] type = PlaySnd trigger1 = Time = 30 value = 7,10 volumescale = 700
[State 1333, 6] type = Projectile trigger1 = Time = 15 projanim = 10000 ;Action id 1005 is XHD's fireball animation projhitanim = -1 ;Action id when fireball hits projscale =1,1 offset = 0, 0 ;Creation offset from player (x,y) velocity = 0, 0 ;Speed fireball moves (x,y) (optional) remvelocity = 0, 0 ;Speed fireball moves when being removed (x,y) (opt) accel = 0, 0 ;Acceleration (opt) projremovetime = 115 ; HitDef part of projectile info attr = S, SP damage = 150,100 getpower = 40 givepower = 60 guardflag = MA pausetime = 0,0 sparkno = -1 sparkxy = 50,-50 hitsound = S20,3 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 20 ground.velocity = -4 airguard.velocity = -3.5 air.velocity = -2.5,-5.5 air.juggle = 3
[State 1333, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
HELP BRO
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 7th 2018, 12:49 am
So what I would do is take the middle one (tutorial number 2) and check the character reference. See how it was implemented.
If you are still stuck, I can take a quick look this weekend for you as I have to work in a few hours and need sleep soon. LOL
Last edited by thatguy on September 7th 2018, 10:15 pm; edited 1 time in total
Dj luke
Posts : 378 Join date : 2016-05-11 Age : 33 Location : Poland
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 7th 2018, 12:56 am
guile can do sth like this? I get it state 300
Its too hard You must help me Bro
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 7th 2018, 1:02 am
No worries, yes some special coding is very tricky. I'm not too sure yet if you need code in P2 as well for it to work I'll look deeper at the code over the weekend.
thatguy
Posts : 1381 Join date : 2014-05-28 Age : 47 Location : Canada
Subject: Re: Shinnok Mortal Kombat WIP my version lol September 7th 2018, 10:14 pm
Just so we are on the same page, you want something like this:
Original Site: http://gcnmario.free.fr/mugen/projrefl.html [You must be registered and logged in to see this image.]
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Subject: Re: Shinnok Mortal Kombat WIP my version lol