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spritekeyfinder | Date: Monday, 2012-04-30, 12:54 PM | Message # 1 |
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sgn_15 | Date: Monday, 2012-04-30, 12:56 PM | Message # 2 |
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| already told you the explanation of ground and air.velocity. read your older threads and find my explanation
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spritekeyfinder | Date: Monday, 2012-04-30, 12:58 PM | Message # 3 |
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| sgn_15, yea but how will it fly when i do up kick i want the char to fly out?
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sgn_15 | Date: Monday, 2012-04-30, 1:00 PM | Message # 4 |
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| already told you what positive and negative x and y values for that mean
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spritekeyfinder | Date: Monday, 2012-04-30, 1:01 PM | Message # 5 |
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| Quote (sgn_15) already told you what positive and negative x and y values for that mean ok but it don't work
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sgn_15 | Date: Monday, 2012-04-30, 1:03 PM | Message # 6 |
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| Quote (sgn_15) ground.velocity = -1.2,0 air.velocity = -1.2,0
look at those two in hitdef, the format is x, y
positive x will pull enemy towards you positive y will slam enemy downwards (although it is useless if attack does not make enemy fall)
negative of x and y will make them go their opposite directions
0,0 obviously means no movement for x and y
http://mugencharacters.ucoz.com/forum/17-6250-4
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Ultraboard101 | Date: Monday, 2012-04-30, 1:04 PM | Message # 7 |
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| Try these lines in your hitdef.
Ground.velocity = -2,8 Air.velocity = -2,8 Gaurd.velocity = -1.9,-.8
If that isnt high enough for you try this -
Ground.velocity = -2,10.5 Air.velocity = -2,10.5 Gaurd.velocity = -2.1,-1.1
Hope that helps.
Warhammer 40k Space Marines --------------------------------------- Get it done.
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spritekeyfinder | Date: Monday, 2012-04-30, 1:08 PM | Message # 8 |
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| Quote (Ultraboard101) Gaurd is that air guard
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Ultraboard101 | Date: Monday, 2012-04-30, 1:20 PM | Message # 9 |
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| Yeah you can also add - airgaurd.velocity = (same velocity as ground gaurd, or whatever is desired.)
Think of it like this,
X is your 1st digit (X,Y Y is your 2nd digit (X,Y)
Positive X goes FOWARD Negative X goes BACKWARD
Positive Y goes DOWN Negative Y goes UP
Play around with it till player2 is handled to your liking. The only thing to keep in mind is airgaurd and gaurd values should 9 out of 10 times be much less then your regular air and ground velocities (depending on how much they are to begin with)
Warhammer 40k Space Marines --------------------------------------- Get it done.
Message edited by Ultraboard101 - Monday, 2012-04-30, 1:21 PM |
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spritekeyfinder | Date: Monday, 2012-04-30, 1:26 PM | Message # 10 |
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| Quote (Ultraboard101) Positive X goes FOWARD Negative X goes BACKWARD
Positive Y goes DOWN Negative Y goes UP How w....i...ii....lll..llll i do that
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Ultraboard101 | Date: Monday, 2012-04-30, 1:33 PM | Message # 11 |
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| Lol, its really simple. Just adjust the values until you hit the sweet spot.
Warhammer 40k Space Marines --------------------------------------- Get it done.
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spritekeyfinder | Date: Monday, 2012-04-30, 1:48 PM | Message # 12 |
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| Ultraboard101, ill justgive U the char
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sgn_15 | Date: Monday, 2012-04-30, 1:51 PM | Message # 13 |
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| negative value means there is a - before the number
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spritekeyfinder | Date: Monday, 2012-04-30, 1:55 PM | Message # 14 |
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| Quote (sgn_15) negative value means there is a - before the number yea! but i don't really get
Quote (spritekeyfinder) Quote (Ultraboard101)
Positive X goes FOWARD Negative X goes BACKWARD
Positive Y goes DOWN Negative Y goes UP
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sgn_15 | Date: Monday, 2012-04-30, 2:00 PM | Message # 15 |
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| Quote (sgn_15) ground.velocity = -1.2,0 air.velocity = -1.2,0
look at those two in hitdef, the format is x, y
positive x will pull enemy towards you positive y will slam enemy downwards (although it is useless if attack does not make enemy fall)
negative of x and y will make them go their opposite directions
0,0 obviously means no movement for x and y look at my example
-1.2 is your x velocity.
-1.2 means enemy will be pushed back (away from p1) by that speed
if you used 1.2, p2 will be pulled towards p1 by that speed
0 is your y velocity. means p2 will not go up and not go down when hit. NO VERTICAL MOVEMENT
why don't you TRY any value you want and look at the EFFECT then read my explanation again to know the "WHY"s
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