alexlexus
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« on: October 08, 2007, 07:54:45 am » |
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hey yall i have been trying to fix my gouken and azcal let me barrow his parry coding and gouken keeps auto parrying. i tried other codes and i've had the same results. i will send you gouken to look at if you can fix.
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NxL
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« Reply #1 on: October 08, 2007, 12:40:44 pm » |
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Hmmm... I guess there should be an AI detection trigger missing somewhere in your hitoverride blocks. Just post these blocks, and I should be able to help.
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blue wolfmage
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« Reply #2 on: October 08, 2007, 01:43:54 pm » |
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A changestate at the end of the parry code could be wrong...
Also check that the triggers that activate the parry state at [State -1] are safe and will not trigger every time. Pots' codes are opensource now, I simplified this one.
[State -1] type=hitoverride triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down" trigger1=ctrl||stateno= ?||stateno=? trigger2=(stateno=[150,153]) attr=SA,AA,AP stateno= ? ;Here goes the parry code stateno that will activate with the command. time=ifelse((stateno=[150,153]),4,8)
But I bet if you add a negative trigger, the self parry will stop, something like:
[State -1] type=hitoverride triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down" triggerall = stateno != ? ; This is the negative trigger, state no of your parry code here. trigger1=ctrl||stateno=?||stateno=? ; Here goes the parry code stateno that will activate with the command. trigger2=(stateno=[150,153]) attr=SA,AA,AP stateno= ? ;Here goes the parry code stateno that will activate with the command. time=ifelse((stateno=[150,153]),4,8)
You might want to try different triggers to activate the move.
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alexlexus
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« Reply #3 on: October 09, 2007, 01:20:25 pm » |
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[Statedef 4000] type = S movetype = I physics = S anim = 4000 velset = 0,0 sprpriority = 3 facep2 = 1 ctrl = 0
[State -2, ブロッキング] type = VarSet trigger1 = time = 0 var(29) = var(29)+1
[State 4000, posadd] type = posadd trigger1 = time = 0 trigger1 = enemynear,hitdefattr = SA, HA x = -10*const(size.xscale)
[State 4000, playsnd] type = playsnd trigger1 = Time = 0 value = 0,1 channel = 0
[State 4000, playsnd] type = playsnd trigger1 = Time = 0 value = 4000,0
[State 4000, EnvShake] type = EnvShake trigger1 = time = 1 persistent = 0 ignorehitpause = 1 time = 10 ampl = 2 freq = 180 phase = 40
[State 4000, nothitby] type = nothitby trigger1 = var(0) = 0 trigger1 = time = 0 value = SCA time = 16
[State 4000, PalFX] type = PalFX trigger1 = !var(32) || var(29)!=1 trigger1 = time <= 12 trigger1 = time%2 = 0 time = 1 color = 0 add = 50,50,250
[State 4000, PalFX] type = PalFX trigger1 = var(29)=1 && var(32) trigger1 = time <= 12 trigger1 = time%2 = 0 time = 1 color = 0 add = 250,0,0
[State 4000, explod] type = explod trigger1 = Time = 1 anim = 7000 pos = 42,-82 postype = p1 facing = 1 sprpriority = 3 bindtime = -1 pausemovetime = 60 ignorehitpause = 1 ownpal = 1 scale = const(size.xscale),const(size.yscale)
[State 4000, Pause] type = Pause trigger1 = time = 0 time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime)) movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
[State 4000, asserts] type = assertspecial trigger1 = animelemtime(4) < 0 flag = nowalk flag2 = nostandguard flag3 = nocrouchguard
[State -2, ChangeState] type = ChangeState triggerall = var(50) = 0 && command = "holdback" triggerall = inguarddist trigger1 = animelemtime(4) = 0 value = 120
[State 4000, CtrlSet] type = CtrlSet trigger1 = animelemtime(4) = 0 value = 1
[State 4000, sprpriority] type = sprpriority trigger1 = animelemtime(4) >= 0 value = 0
[State 4000, ChangeState] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1
cmd
;parry control-------
[Command] name = "parrystanding" command = ~F time = 10
[Command] name = "parrylow" command = ~D time = 10
[Command] name = "parryair" command = ~F time = 10
[State -1, stand parry] type = hitoverride triggerAll = statetype !=A triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = var(40) = 1 attr = SA, AA, AP stateno = 4000 ignorehitPause = 1
i just renamed some stuff but everything is exacty how it's supposed to be. this code is for the standing parry which is giving the problem.
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NxL
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« Reply #4 on: October 09, 2007, 02:25:05 pm » |
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[State -1, stand parry] type = hitoverride triggerAll = statetype !=A triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = var(40) = 1 attr = SA, AA, AP stateno = 4000 ignorehitPause = 1
I guess the problem lies here. I think var(40) doesn't reset itself after a successful parry, or after you perform the parry command. A Z Cal's code has a controller which resets var(40) to 0 if your char isn't in state 20 (in the CMD), and sets var(40) to 1 only during the 10 first frames the character is in state 20 (in the common1.cns). Maybe you didn't implement a part of this code. Can't see anything wrong with the rest of the code. Hope it helped.
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alexlexus
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« Reply #5 on: October 09, 2007, 07:44:23 pm » |
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[State -1, air parry] type = hitoverride triggerAll = statetype !=A triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = command = "holdfwd" attr = SCA, AP, AA stateno = 4000 ignorehitPause = 1
[State -1, crouch parry] type = hitoverride triggerAll = enemynear, Movetype = A triggerAll = statetype = C && statetype !=A triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = Command = "holddown" attr = SCA, HA, SA, NA, HP, SP, NP, AP, AA stateno = 4100 ignorehitPause = 1
[State -1, parry] type = hitoverride triggerAll = statetype !=S triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = command = "holdfwd" attr = SA, AA, AP stateno = 4200 ignorehitPause = 1
i fixed it thanks guys i played with this in the cmd and it started working perfectly
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« Last Edit: October 09, 2007, 07:59:22 pm by alexlexus »
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Nekkou Nao
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« Reply #6 on: October 13, 2007, 09:46:49 am » |
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[State -1, air parry] type = hitoverride triggerAll = statetype !=A triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = command = "holdfwd" attr = SCA, AP, AA stateno = 4000 ignorehitPause = 1
[State -1, crouch parry] type = hitoverride triggerAll = enemynear, Movetype = A triggerAll = statetype = C && statetype !=A triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = Command = "holddown" attr = SCA, HA, SA, NA, HP, SP, NP, AP, AA stateno = 4100 ignorehitPause = 1
[State -1, parry] type = hitoverride triggerAll = statetype !=S triggerAll = Movetype !=H triggerall = var(59) = 0 trigger1 = command = "holdfwd" attr = SA, AA, AP stateno = 4200 ignorehitPause = 1
i fixed it thanks guys i played with this in the cmd and it started working perfectly
:O WAIT! Shouldn't you put a changestate code?
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