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How to make the opponent freeze?
Omegaxis12Date: Saturday, 2012-04-21, 1:34 PM | Message # 1
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My 4th question thread... I'm such a beginner LOL biggrin
How to make the opponent freeze during the attack so it wont move before the sprite with damage hit the opponent


Message edited by Omegaxis12 - Saturday, 2012-04-21, 1:56 PM
 
sgn_15Date: Saturday, 2012-04-21, 3:11 PM | Message # 2
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freeze? you mean the opponent freezes when hit? use pausetime second value

pausetime = 0, 10

the first number is for p1's freezing time when the attack contacts the enemy (successful hit or blocked)
the second number is for p2's freezing time when the attack contacts the enemy (successful hit or blocked)


 
Omegaxis12Date: Saturday, 2012-04-21, 3:13 PM | Message # 3
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oh! it's you again tnx for answering smile

not when hit sir... before the skill hit the opponent so the opponent will not dodge it

but i will try this :))

edit:
not working biggrin
gonna find other solution


Message edited by Omegaxis12 - Saturday, 2012-04-21, 3:17 PM
 
sgn_15Date: Saturday, 2012-04-21, 3:18 PM | Message # 4
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you mean freeze the game itself? use superpause

[State 0, SuperPause]
type = SuperPause
trigger1 =
time =
anim =
sound = S10,0
pos = 0,0
move
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =


 
Omegaxis12Date: Saturday, 2012-04-21, 3:28 PM | Message # 5
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no not that sir i tried that also
here's what im trying to do

I like to make p2state = (another statedef)

the another statedef is make his animation to standing while my char is casting the skill

this is what i put
another statedef:
[Statedef 206]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -1

[State 206, ChangeAnim2]
type = ChangeAnim2
trigger1 = p2stateno = 205
value = 0

i already put in 205
p2stateno: 206


Message edited by Omegaxis12 - Saturday, 2012-04-21, 3:30 PM
 
sgn_15Date: Saturday, 2012-04-21, 3:30 PM | Message # 6
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you want to use p2stateno ? it is one of hitdef's parameters. you have to hit p2 first to send p2 to custom state

i am not really sure i understood what you want to do. why don't you explain the specific attack of your char and how you want to code it ?


 
Omegaxis12Date: Saturday, 2012-04-21, 3:35 PM | Message # 7
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hahaha
its my char's super, a projectile
this is what i want to do
while my character is casting the projectile to pop up i want to make p2 just standing in from of my char

its just like p2 is just watching my char casting the projectile and let my char hit him (LOL)


Message edited by Omegaxis12 - Saturday, 2012-04-21, 3:35 PM
 
sgn_15Date: Saturday, 2012-04-21, 3:40 PM | Message # 8
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i am not sure it is even possible. but i think it is not a good idea. what if p2 is in attack state while you use that attack? you just want p2 to go to stance? what if p2 is in air when you used that attack? not a good idea. while you are casting the projectiles, just use superpause. you can move while the superpause is on by using movetime. using superpause will make your special not possible to be stopped. you can use assertspecial unguardable to make it to surely hit

[State 0, SuperPause]
type = SuperPause
trigger1 =
time =
anim =
sound = S10,0
pos = 0,0
movetime =
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =


 
Ultraboard101Date: Friday, 2012-04-27, 5:08 AM | Message # 9
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Using a superpause is NOT what you want to do. If you want custom p2 movements, you need to do a custom state. Or you could try targetvelset. But in order to do targetvelset, you need to include a hitdef of some kind. It may not be the 100% correct way, but you could try doing a fullscreen red CLSN with 0,0 as the damage and then targetvelset them to where you need since it needs a hitdef. A 3rd alternative to targetvelset or a custom state, would be doing a posadd code, to posadd your character to p2, and then have a big CLSN in front of your character with 0,0 damage, and a really long pausetime in the hitdeff. This way, your character will be in front of p2, p2 will be frozen for howeverlong you pause them for, and you can do your projectile. Honestly speaking the best way to do this is a custom state. Its the most difficult, but also the most effeciant/accurate way. I dont know why a superpause was suggested, all that will do is freeze both p1 and p2, not allowing any movement. Hope this helped.


Warhammer 40k Space Marines
---------------------------------------
Get it done.
 
sgn_15Date: Friday, 2012-04-27, 7:27 AM | Message # 10
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Quote (Ultraboard101)
you need to include a hitdef of some kind

already said that
Quote (sgn_15)
you want to use p2stateno ? it is one of hitdef's parameters. you have to hit p2 first to send p2 to custom state

Added (2012-04-27, 7:27 AM)
---------------------------------------------

Quote (Ultraboard101)
I dont know why a superpause was suggested

read
Quote (Omegaxis12)
its just like p2 is just watching my char casting the projectile and let my char hit him (LOL)


 
Ultraboard101Date: Friday, 2012-04-27, 8:27 AM | Message # 11
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Yeah sng, sorry i didnt see you said to use a custom state, but i still think ur taking what their asking in the wrong context, when omg said she wants p2 to watch them get hit, i dont think omg ment in a super pause, i think he/she ment in real game time. Just saying sorry i didnt see you wrote about the custom state, and i just figured a superpause didnt make sence, we might be thinking different things tho. What exactally did you mean OMG, so we can clear it up, do you want the whole game to pause, or just have p2 helpless while you char does the animation for the projectile?? Sorry if i came across as a dick SNG :P <3


Warhammer 40k Space Marines
---------------------------------------
Get it done.
 
sgn_15Date: Friday, 2012-04-27, 8:31 AM | Message # 12
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Quote (Ultraboard101)
Yeah sng, sorry i didnt see you said to use a custom state, but i still think ur taking what their asking in the wrong context, when omg said she wants p2 to watch them get hit, i dont think omg ment in a super pause, i think he/she ment in real game time. Just saying sorry i didnt see you wrote about the custom state, and i just figured a superpause didnt make sence, we might be thinking different things tho. What exactally did you mean OMG, so we can clear it up, do you want the whole game to pause, or just have p2 helpless while you char does the animation for the projectile?? Sorry if i came across as a dick SNG :P <3

well i did say this
Quote (sgn_15)
i am not really sure i understood what you want to do. why don't you explain the specific attack of your char and how you want to code it ?


but after he explained it, i told him it was not a good idea to send p2 to custom state just to watch his char perform what he called as "castings". if it was a special move (one that is unblockable and cannot be interrupted), then making the castings (i still did not understand this, maybe like jutsu hand seal poses of naruto chars?) while in superpause is the best imo.


 
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