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> explod & pausetime
Chloe
Posted: Nov 15 2003, 04:24 PM
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Is there a way to apply to an explod the same pausetime as an hitdef ?
because the explod ignore the hitdef's pausetime...

This post has been edited by Chloe on Nov 15 2003, 04:25 PM


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FlowaGirl
Posted: Nov 15 2003, 05:45 PM
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ignorehitpause = 1


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Chloe
Posted: Nov 15 2003, 07:50 PM
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it doesn't work :(


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Man M
Posted: Nov 16 2003, 05:16 PM
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You want the Explod to pause when the move connects, right? I came up with something for my Pocket Shiki that might be of some use. Notice that I did this because the explods in question flashed when the move hitted, but it might apply to your case too.

(the only things you'll need from this are the triggers, anims, IDs, ingorehitpause and persistent; ignore the rest, it was a direct copy-paste)


animation for a non-hitting attack (default)

;explod - normal
[State 204, ]
type = Explod
trigger1 = AnimElem = 3
anim = 206
ID = 206
pos = 0,0
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1
persistent = 0

remove the explod above if the attack connects:

[State 204, ]
type = RemoveExplod
trigger1 = movecontact
ID = 206
ignorehitpause = 1

new explod, with the first sprites behaving like in the game, when the move hits:

;explod - movehit
[State 204, ]
type = Explod
trigger1 = movecontact
anim = 207
ID = 207
pos = 0,0
bindtime = -1
ownpal = 1
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0


Of course, the fact that the explods animations are limited in Gals Fighters helps, but it's just a matter of adjusting the triggers and building more "paused" animations in the AIR file.
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Chloe
Posted: Nov 16 2003, 06:23 PM
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Thanks but someone gave me the solution in another board and it works fine now.


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Kung Fu Man
Posted: Nov 16 2003, 08:48 PM
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Well...could you post the solution?


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Winane
Posted: Nov 16 2003, 08:56 PM
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Chloe
Posted: Nov 16 2003, 11:17 PM
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the solution is something like Man M posted :
you should separate the Explod animation :

instead of having this

CODE
[Begin Action 935]
929, 0, 0, 0, 1
929, 1, 0, 0, 1
929, 2, 0, 0, 1
929, 3, 0, 0, 1
929, 4, 0, 0, 1
[...]



you have

CODE
[Begin Action 935]
929, 0, 0, 0, -1

[Begin Action 936]
929, 1, 0, 0, -1

[Begin Action 937]
929, 2, 0, 0, -1

[Begin Action 938]
929, 3, 0, 0, -1

[Begin Action 939]
929, 4, 0, 0, -1
[...]


So in the cns you must show each frame and remove it just after.

CODE
[State 1150,Explod]
type = Explod
trigger1 = AnimElem = 1, = 0
anim = 935
ID = 935
pos = 0, 0
postype = P1
sprpriority = 0
ontop = 1
bindtime = -1
removetime = -2
pausemovetime = 0
ownpal = 1
shadow = -1
removeongethit = 1

[State 1150 Vanish]
Type = RemoveExplod
Trigger1 = AnimElem = 1, = 2
ID = 935

[State 1150,Explod]
type = Explod
trigger1 = AnimElem = 1, = 2
anim = 936
ID = 936
pos = 0, 0
postype = P1
sprpriority = 0
ontop = 1
bindtime = -1
removetime = -2
pausemovetime = 0
ownpal = 1
shadow = -1
removeongethit = 1

[State 1150 Vanish]
Type = RemoveExplod
Trigger1 = AnimElem = 1, = 3
ID = 936

[State 1150,Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 937
ID = 937
pos = 0, 0
postype = P1
sprpriority = 0
ontop = 1
bindtime = -1
removetime = -2
pausemovetime = 0
ownpal = 1
shadow = -1
removeongethit = 1

[State 1150 Vanish]
Type = RemoveExplod
Trigger1 = AnimElem = 3
ID = 937

[...]


It's quite long and boring but that's the only solution I guess.
And it works perfectly, when the opponent is hitten or not the explod animation is the same and stay synchronized with the player.

This post has been edited by Chloe on Nov 16 2003, 11:19 PM


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Renzo
Posted: Nov 17 2003, 01:45 AM
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Something came to my mind.

Maybe its easier to use Helpers rather than Explods.

I havenīt tested what I will post, but the idea is as follows:

Create a Helper the same way than an Explod.
Then detect a parent movehit in the Helperīs Parent and lock the anim in the current frame until the Parentīs HitPause ends.

Easier, right?

CODE

[State XXX, Lock Anim]
type = ChangeANIM
trigger1 = parent, PauseTime
anim = anim
elem = animelemno(0)


This post has been edited by Renzo on Nov 17 2003, 09:10 PM


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Thrawn
Posted: Nov 17 2003, 04:20 PM
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I think I tried that first, but gave up on it. Possibly because I was having flame animtimes greater than 1, which renders the helper method useless, since the anim would always be set back to the -start- of the current frame, no matter for how long it's been displayed. Not sure, maybe I just couldn't get the helper to pause perfectly synchronized with the movecontact.

Edit: Oh, and I think it should be ChangeAnim instead of ChangeState. :D

We'd need a FreezeAnim sctrl. :(

This post has been edited by Thrawn on Nov 17 2003, 04:22 PM


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Renzo
Posted: Nov 17 2003, 09:11 PM
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Edited that part.

I see. Your point is valid, but if the "elem time" is greater than 1, then put every tick in a separate frame.

I tested it, and works.


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