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Chloe |
Posted: Nov 15 2003, 04:24 PM
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Member Group: Members Posts: 42 Member No.: 4212 Joined: 9-November 03 |
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 -------------------- |
FlowaGirl |
Posted: Nov 15 2003, 05:45 PM
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My love is like whoa. Group: Members Posts: 68 Member No.: 58 Joined: 14-September 02 |
ignorehitpause = 1
-------------------- Blargh Designs -- http://blargh.i-xcell.com
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Chloe |
Posted: Nov 15 2003, 07:50 PM
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Member Group: Members Posts: 42 Member No.: 4212 Joined: 9-November 03 |
it doesn't work :(
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Man M |
Posted: Nov 16 2003, 05:16 PM
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Junior Member Group: Members Posts: 177 Member No.: 55 Joined: 14-September 02 |
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. |
Chloe |
Posted: Nov 16 2003, 06:23 PM
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Member Group: Members Posts: 42 Member No.: 4212 Joined: 9-November 03 |
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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Dead by Dawn Group: Members Posts: 119 Member No.: 4182 Joined: 19-October 03 |
Well...could you post the solution?
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Winane |
Posted: Nov 16 2003, 08:56 PM
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MUGEN Grip Group: Members Posts: 314 Member No.: 122 Joined: 14-September 02 |
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Chloe |
Posted: Nov 16 2003, 11:17 PM
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Member Group: Members Posts: 42 Member No.: 4212 Joined: 9-November 03 |
the solution is something like Man M posted : you should separate the Explod animation : instead of having this
you have
So in the cns you must show each frame and remove it just after.
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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Street Fighter III 3rd Strike addict Group: Members Posts: 179 Member No.: 4184 Joined: 19-October 03 |
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?
This post has been edited by Renzo on Nov 17 2003, 09:10 PM -------------------- renzo.studiosmh.com
Thank you Mario, but the princess is in another castle. |
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Thrawn |
Posted: Nov 17 2003, 04:20 PM
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Junior Member Group: Admin Posts: 178 Member No.: 30 Joined: 14-September 02 |
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 -------------------- If you must label the absolute, use its proper name: Temporary.
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Renzo |
Posted: Nov 17 2003, 09:11 PM
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Street Fighter III 3rd Strike addict Group: Members Posts: 179 Member No.: 4184 Joined: 19-October 03 |
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. -------------------- renzo.studiosmh.com
Thank you Mario, but the princess is in another castle. |