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unknown666
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char JUGGLE COMBO PROGRAMATION

el Miér 8 Mar 2017 - 13:37
Juggle programation, how could I do that?

I have a question! I'm editing a Marco Rodrigues (Kushnood Butt) in SNK version. I put MAX ON it and look great, though, there is something I want to do and I do not know how.

Let's suppose I have his shoryuken, "F, D, DF, punch" and, we also have his dash: "D, DB, B, kick", then I'd like to do: Shoryuken, dash, shoryuken, dash ... But I can not put "juggle = 0" at the beginning of the hit, because if I do that, shoryuken will hit even when the previous attack is not a counter. How can I program this hitdef so that it only works in combos and etc?

I would also like to do this with your projectile, just like Ryo does in KOF XIII, shoryuken, koouken, koouken ... but, again, if I put juggle 0, the magic hits the opponent at any time and I do not want it .

Here a demonstration of what I wanted to do. The juggle of shoryuken it's 0, but, If I put this valor, as I said, after whatever knockdown it hits in every situation.



Thanks for reading.
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char Re: JUGGLE COMBO PROGRAMATION

el Mar 17 Jul 2018 - 17:25
U should not modify the juggle points, what U must do is put a condition with a trigger on hitdef, in this way you will not hit the opponent when you don't want it

[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0,0
juggle = 10
poweradd = 0
hitcountpersist = 1
ctrl = 0

[State 200, 3]
type = HitDef
triggerall = Hitcount > 2 ; It doen't matter if you have juggle points, if this condition is
;not true U will never hit the opponent
trigger1 = AnimElem = 3

Greetings from Mexico!
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char Re: JUGGLE COMBO PROGRAMATION

el Mar 17 Jul 2018 - 17:37
Someone said me to make this with HitID. But I don't know how to use it.
I'll try what you said and give you a feed back.
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char Re: JUGGLE COMBO PROGRAMATION

el Mar 17 Jul 2018 - 17:55
Well, the first hit is whiffing. And this is the hit that I need to combo like I showed in video.
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char Re: JUGGLE COMBO PROGRAMATION

el Miér 18 Jul 2018 - 0:14
As I said before, U don't need to modify juggle points for that behavior, triggers determine what you can hit and what you cannot, Let's see:

Do U want to connect a Upper while the time bar is active?
And U want to do it after Dash?
The time bar is an helper?

If so, you must use the helper ID "time" to establish a condition on the hitdef

[State 200, SHORYUKEN]
type = HitDef

triggerall = AnimElem = 5 ; Always runs on the 5th element of the animation

trigger1 = EnemyNear(0), StateType! = H ; Truth if the nearest enemy is not Hurt
trigger1 = EnemyNear(0), MoveType! = A ; And also if the player is not in the Air


trigger2 = NumHelper (x) ;Truth if the number of helper "time" is activated
trigger2 = PrevStateno = X ;And also if you previously used the DASH state


(Just change X by the corresponding number of Dash State and ID helper)

In other words, U cannot hit a player who is hurt (HIT STATES) in the air unless the helper "time" is activated. You can also use NumExplod(***) instead NumHelper(***), if that's the case.

My English is not very good, I hope you understand me Buddy !
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char Re: JUGGLE COMBO PROGRAMATION

el Miér 18 Jul 2018 - 0:18
I think you can speak in spanish, maybe. I'm brazilian. Could be easy, I guess.
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char Re: JUGGLE COMBO PROGRAMATION

el Miér 18 Jul 2018 - 0:22
Eu acho que o "trigger2 = PrevStateno = X ;And also if you previously used the DASH state" não é necessário pois eu não quero fazer: SHORYUKEN CANCELDASH CANCELSHORYUKEN.
Eu quero fazer: SHORYUKEN CANCELDASH SHORYUKEN CANCELDASH, compreende?
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char Re: JUGGLE COMBO PROGRAMATION

el Miér 18 Jul 2018 - 0:25
Eu quero que o hit do shoryuken deixe eu fazer outro hit do shoryuken depois do dash. Eu não sei se tá claro mas... supondo que eu sete 1 para o ID do hitdef do shoryuken, correto? O dash não possui hitdef, então não preciso pôr nele. Sendo assim, eu quero que o hit de ID 1, se conecte novamente com o hit de ID 1, entendeu? É como os combos do EX-Kyo no KOF XIII.
SHORYUKEN > BODY-GA whiff > SHORYUKEN > BODY-GA whiff.
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char Re: JUGGLE COMBO PROGRAMATION

el Miér 18 Jul 2018 - 0:28
Compañero lamentablemente no hablo Portugues y mi ingles no es muy bueno, no se si lo notaste pero escribi unas lineas al final del codigo pero no se leen bien por el fondo de la pagina JEJEJEJE, puedo hablar español si usted gusta pero neceisto que usted responda en ingles , Que fue lo que no entendiste?
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char Re: JUGGLE COMBO PROGRAMATION

el Miér 18 Jul 2018 - 0:36
Okay, okay. I'll explain in english. My english is pretty boroken too.

Eu acho que o "trigger2 = PrevStateno = X ;And also if you previously used the DASH state" não é necessário pois eu não quero fazer: SHORYUKEN CANCELDASH CANCELSHORYUKEN.
Eu quero fazer: SHORYUKEN CANCELDASH SHORYUKEN CANCELDASH, compreende?


I said here that "trigger2 = PrevStateno = X ;And also if you previously used the DASH state" isn't necessary cuz I don't want to do "SHORYUKEN > CANCELDASH > CANCELSHORYUKEN.
I want to do: SHORYUKEN > CANCELDASH > SHORYUKEN > CANCELDASH

Eu quero que o hit do shoryuken deixe eu fazer outro hit do shoryuken depois do dash. Eu não sei se tá claro mas... supondo que eu sete 1 para o ID do hitdef do shoryuken, correto? O dash não possui hitdef, então não preciso pôr nele. Sendo assim, eu quero que o hit de ID 1, se conecte novamente com o hit de ID 1, entendeu? É como os combos do EX-Kyo no KOF XIII.
SHORYUKEN > BODY-GA whiff > SHORYUKEN > BODY-GA whiff.


And here, I said that... mmmm, how the fuck I could explain this in english? Ok. So... I wanna that the hit of shoryuken let me do another one hit of shoryuken afterdash. I don't know if its clear but, suposing I set 1 for the first hitdef ID of shoryuken (it's two hits). Right? Dash isn't a hit attack so I don't need to put a ID in. Therefore, I want that the ID Hit 1 connects again with the ID Hit 1. Got it? It's like EX-Kyo in XIII. He does:
SHORYUKEN > BODY-GA! whiff > SHORYUKEN > BODY-GA! whiff
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char Re: JUGGLE COMBO PROGRAMATION

el Miér 18 Jul 2018 - 15:46
Don't bother writing Portuguese I cannot follow you buddy, Let's try one more time in "English".
OK, I didn't know you were canceling a movement, U never mentioned it before! Prevstateno doesn't works cuz you will have the control of the player and you will go to another state, is it correct?

Do you know how a helper works?
The time bar that you activate as shown in the video to cancel movements can be an Explod or Helper in both cases you need to use the identifier number to establish a condition, you must go to this StateDef and find out!

[State 1234, TIME]
type = Explod
trigger1 = Time = 0
anim = 1234
ID = 1234

[State 4321, TIME]
type = Helper
trigger1 = Time = 0
anim = 4321
ID = 4321

trigger1 = NumExplod (1234); True if the explod Time exists
trigger2 = NumHelper (4321); True if the helper time exists


Most likely a variable declares the status of the time bar
Something like this:

[State -2, TIME ON]
type = VarSet
trigger1 = helper (4321), anim = 4321           ; If helper number 4321 shows the Time animation then the variable number 40 = 1
var (40) = 1

[State -2, TIME OF]
type = VarSet
trigger1 = helper (4321) = 0                          ; if helper 4321 does not exist, variable number 40 = 0
var (40) = 0

trigger1 = var(40) = 1

Only when variable 40 is equal to 1 you can cancel movements
(If you want to cancel a DASH movement you can do it from STATE-1 on .CMD file with the trigger that we just developed)

Now, it doesn't matter if you cancel a move or not, the triggers on Hitdef determine if you can keep hitting or not

triggerall = animelem = 4                                             ; Same thing 4 all

trigger1 = EnemyNear (0), MoveType! = H
trigger1 = EnemyNear (0), StateType! = A
trigger1 = EnemyNear (0), gethitvar (damage) ! = 60    ; Use this or another parameter of GetHitVar to detect that the enemy is not falling as a result of a SHORYUKEN attack, in this case I use damage "see the color below" but you can use any other such as: type, animtype, hittime, slidetime, recovertime, whatever you want

;The three conditions of trigger1 work as normal attack

trigger2 = NumHelper (4321)
trigger2 = EnemyNear (0), hitfall
trigger2 = EnemyNear (0), gethitvar (damage) = 60; True if the enemy was hit by an attack that caused 60 damage "SHORYUKEN HitDef"

; The three conditions of trigger2 were to hit with TIME BAR

hitflag = MAF                                            ; Letter F indicates that you can hit in the air after a fall do not change this parameter
damage = 60        
fall = 1                                                     ; P2 don't recovers in the air as shown in the video

The key to make your idea works is to detect the Time Bar to continue hitting the P2, I hope this time I have been helpful, Good Luck!
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