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 Grab does not transition P2 to it's 820 state

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Minun



Posts : 142
Join date : 2015-03-08

PostSubject: Grab does not transition P2 to it's 820 state   March 16th 2015, 1:20 pm

For some reason, the character disappears into oblivion when I grab them as my WIP and they do not come back from oblivion. All characters including KFM disappear into oblivion.

Here is the whole coding of the throw if you need it:
Code:
;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents the player from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdfwd", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 821       ;On success, player changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in player's cns


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throwing the opponent
; Description: In this state, the player throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of the player. That puts him around where the hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he might get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 821]
type    = S
movetype= A
physics = N
anim = 821
poweradd = 60



[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holddown" && command = "y"
value = 810
ctrl = 0
;anim =
;ignorehitpause =
;persistent =




[State 810, State End]
type = ChangeState
trigger1 = time = 350
value = 0
ctrl = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = enemynear, time = 350
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N
;ignorehitpause =
;persistent =

[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 200, 1]
type = HitDef
trigger1 =  time = 0
attr = S, HP         ;Attribute: Standing, Normal Attack
damage = 10, 5         ;Damage that move inflicts, guard damage
animtype = Medium         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 6, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 3         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = S0, 31         ;Sound to play on hit
guardsound = 0, 31         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
fall = 1
air.fall = 1
ground.velocity = 0,50
ground.hittime = 350
air.hittime = 350


[State 200, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, HP         ;Attribute: Standing, Normal Attack
damage = 10, 5         ;Damage that move inflicts, guard damage
animtype = Medium         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 6, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 3, 3         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = S0, 31         ;Sound to play on hit
guardsound = 0, 31         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
fall = 1
air.fall = 1
ground.velocity = 0,-50







[State 810, State End]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Opponent Thrown
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by the throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
anim = 820

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

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Minun



Posts : 142
Join date : 2015-03-08

PostSubject: Re: Grab does not transition P2 to it's 820 state   March 16th 2015, 3:15 pm

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XXDreamBrotherXX



Posts : 842
Join date : 2012-06-15
Location : Australia

PostSubject: Re: Grab does not transition P2 to it's 820 state   March 17th 2015, 2:00 am

Do you have a animation for state 820?
When testing in fighter factory with debug enabled (ctrl d) what error do you get?
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borewood2013



Posts : 3165
Join date : 2014-08-11

PostSubject: Re: Grab does not transition P2 to it's 820 state   March 18th 2015, 10:40 am

In her MUGEN code there is a ChangeAnim2 so I assume she has an Action 820 for the being-thrown P2.

Please check your .air the [Begin Action 820] are having valid sprite numbers.  study


For example, a valid animation for a ChangeAnim2 yes :

[Begin Action 820]
5000,0, 0,0, 5
5010,0, 0,0, 10
5020,0, 0,0, 15

* this rarely goes wrong if P2 has the correct Required Sprites


For example, a invalid animation for a ChangeAnim2 No :

[Begin Action 820]


* no sprites!? then P2 will surely be disappearing....


For example, a couple of semi-invalid animations for a ChangeAnim2 :

[Begin Action 820]
888,0, 0,0, 5
888,0, 0,0, 10
888,0, 0,0, 15

* semi-invalid because sprites group 888 may not be in P2's .sff file, and even there are such 888 sprites, it is highly likely that those don't look like being-thrown ones............

[Begin Action 820]
5000,0, 0,0, 0

* got the correct Required Sprite but its animation time is 0!?

---------------------------------------------------------------------------------------------------

According to Elecbyte :

"Required Sprites




Every character must have what is called "required sprites". These are sprites that you may not necessarily be using for your animations, but must always be included in the character's SFF. These sprites are necessary for your character to appear correctly when thrown."
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