bug in changing state when the helper hit the opponent
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Omegaxis12 | Date: Tuesday, 2012-04-24, 11:59 AM | Message # 1 |
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| i'm such a dumbass LOL
so this is the situation... when my helper hit the opponent and my character should go to another state which is to summon another helper their's a bug that i can't fix no matter how much i do it
the bug is when my helper hit p2 and my player is near p2 it changestate but when my helper hit p2 while im in a long distance to p2 it doesn't change state
help me plss
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sgn_15 | Date: Tuesday, 2012-04-24, 12:01 PM | Message # 2 |
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| are you using redirected triggers?
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Omegaxis12 | Date: Tuesday, 2012-04-24, 12:02 PM | Message # 3 |
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| what do you mean by redirected triggers?
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sgn_15 | Date: Tuesday, 2012-04-24, 12:03 PM | Message # 4 |
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| use this in the changestate of p1
trigger1 = helper(###), movehit
it should work unless you have some conflicting triggers (which means, you have to post your codes)Added (2012-04-24, 12:03 PM) --------------------------------------------- replace ### with the ID of the helper
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Omegaxis12 | Date: Tuesday, 2012-04-24, 12:05 PM | Message # 5 |
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| yeah i use helper(##),movehit = 1
here is the code: [StateDef 789] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 791 poweradd = 20
[State 789, Helper] type = Helper trigger1 = animelem = 5 helpertype = normal ;player name = "Cherryblossom Leaf" pos = 31,-53 postype = p1 ID = 2010 stateno = 2010 keyctrl = 0 ownpal = 0 supermovetime = 150 pausemovetime = 150
[State -1] type = ChangeState trigger1 = helper(2010),movehit = 1 trigger1 = time <= 100 value = 790 ctrl = 0
[State 0, ChangeState] type = ChangeState trigger1 = animelem = 9 value = 0 ctrl = 1
[Statedef 2010] type = S movetype = A physics = U velset = 0,0 ctrl = 0 anim = 792
[State 2010, VelSet] type = VelSet trigger1 = 1 x = 1 y = 1
[State 2010, HitDef] type = HitDef trigger1 = animtime <= 500 attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA animtype = heavy ;light,medium,hard,back,up,diagup priority = 6,Hit damage = 5,5 sparkno = S3000 guard.sparkno = S3100 sparkxy = 500,500 hitsound = 5,2 guardsound = S6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 8 ground.velocity = 0 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 1 down.velocity = -4,-6 down.hittime = 30 down.bounce = 0 kill = 1
[State 0, DestroySelf] type = DestroySelf trigger1 = movecontact trigger2 = pos y = 10
[StateDef 790] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 1 anim = 793 poweradd = 20
[State 790, Helper] type = Helper trigger1 = animelem = 1 helpertype = normal ;player name = "Cherryblossom Tree" pos = 25,0 postype = p2 ID = 2011 stateno = 2011 keyctrl = 0 ownpal = 0 supermovetime = 150 pausemovetime = 150
[State 790] type = Changestate trigger1 = time >= 125 value = 0 ctrl = 1
[Statedef 2011] type = S movetype = A physics = U velset = 0,0 ctrl = 0 anim = 790
[State 2011, HitDef] type = HitDef trigger1 = animelem = 14 attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT hitflag = MAF ;HLAFD+- guardflag = MA ;HLA animtype = heavy ;light,medium,hard,back,up,diagup priority = 6,Hit damage = 175,30 sparkno = S3000 guard.sparkno = S3100 sparkxy = 500,500 hitsound = 5,2 guardsound = S6,0 ground.type = Low ground.slidetime = 25 ground.hittime = 8 ground.velocity = 0 air.animtype = Back air.velocity = -4,-6 air.juggle = 3 air.fall = 0 fall = 0 down.velocity = -4,-6 down.hittime = 0 down.bounce = 0 kill = 1
[State 2011, DestroySelf] type = DestroySelf trigger1 = animtime = 0 value = 0 ctrl = 1
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 12:05 PM |
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sgn_15 | Date: Tuesday, 2012-04-24, 12:10 PM | Message # 6 |
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| Quote (Omegaxis12) [State -1] type = ChangeState trigger1 = helper(2010),movehit = 1 trigger1 = time <= 1000 value = 790 ctrl = 0 that means it will trigger as soon as the helper hits, because time less than or equal to 1000 means if helper hits in the first tick, it will changestate already. is that what you want ?
then you have another changestate below that on 9th animelem. i am not sure i understood what you want to achieve
also, ctrl = 1
try something like this
Message edited by sgn_15 - Tuesday, 2012-04-24, 12:11 PM |
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Omegaxis12 | Date: Tuesday, 2012-04-24, 12:26 PM | Message # 7 |
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| Quote (sgn_15) that means it will trigger as soon as the helper hits, because time less than or equal to 1000 means if helper hits in the first tick, it will changestate already. is that what you want ?
you're right here
i tried what you suggested but it didn't change to state 790
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 12:34 PM |
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sgn_15 | Date: Tuesday, 2012-04-24, 1:01 PM | Message # 8 |
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| i am back
explain again when you want the player to go to state 790. i might have missed something
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Omegaxis12 | Date: Tuesday, 2012-04-24, 1:04 PM | Message # 9 |
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| hehehe
i want my char to change to 790 when my helper hit p2
but the problem was it only change to 790 when im near p2
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sgn_15 | Date: Tuesday, 2012-04-24, 1:16 PM | Message # 10 |
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| ok. so if your helper hits p2, p1 should go to 790, regardless of where p1 is on the screen
in your original codes you posted, is the 2nd changestate (to state 0) for the "if helper did not hit" situation? Quote (Omegaxis12) [State -1] type = ChangeState trigger1 = helper(2010),movehit = 1 trigger1 = time <= 100 value = 790 ctrl = 0
[State 0, ChangeState] type = ChangeState trigger1 = animelem = 9 value = 0 ctrl = 1
try the situation where the helper did not successfully hit p2. tell me if the 2nd changestate (that i gave you) works.
and did you use any distance-related triggers in states that are related to this attack?Added (2012-04-24, 1:16 PM) --------------------------------------------- i don't know why it only works when p1 is near p2. if you did not used any distance-related triggers, then it should not restrict it based on distance
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Omegaxis12 | Date: Tuesday, 2012-04-24, 1:16 PM | Message # 11 |
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| Quote (sgn_15) try the situation where the helper did not successfully hit p2. tell me if the 2nd changestate (that i gave you) works. i tried to change my [state 0] with this and yeah it works
Quote (sgn_15) and did you use any distance-related triggers in states that are related to this attack? i didn't use distance related triggers both in cns and cmd
EDIT: i used 1 sorry in destroyself
EDIT: i tried your state again again and i found a bug in a certain distance it just repeatedly attack and attack nonstop
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 1:22 PM |
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sgn_15 | Date: Tuesday, 2012-04-24, 1:22 PM | Message # 12 |
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| wait. so is your problem solved? or not ?
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Omegaxis12 | Date: Tuesday, 2012-04-24, 1:23 PM | Message # 13 |
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| not yet
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sgn_15 | Date: Tuesday, 2012-04-24, 1:30 PM | Message # 14 |
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| so it is still the same problem? it only works when p1 is near p2?
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Omegaxis12 | Date: Tuesday, 2012-04-24, 1:35 PM | Message # 15 |
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| yeah still that bug
im still trying to find ways to fix this
BTW i think i know the bug... but i dont don't how to code it
so my helper 2010 has 5 animations i want it to hit p2 once but with 5 red clsn can you tell how it is
its like when anim 1 miss, anim 2 or 3 or 4 or 5 will hit p2
because i think anim 1 only of my helper triggers my char to change to state 790
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 1:43 PM |
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