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change state to state
#1
i am having trouble with changing from one state to another state.

for Example: state 9 to state 3

while being in state 9 my attack consist of 3 blow after that an oid(blast) which throws the opponent away from my catching act(state9) while i miss my continuing frames(of state3) and goes back to standing frames. what the heck. Mad
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#2
The issue is that when a caught character gets hit by a different object (with large enough fall value), he is 'forced' out of the caught state, which prompts the catching character to go to frame 0.

You can fix this by making the blast appear in the frame after state 9, so the blast hits when the character is not catching the opponent anymore.
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#3
i understand your second sentence and its true.

But losing from state 9 the opponent will eventually goes to standing frame(opponent can run-off) or falling frames(which my blast will never touch him).which does not match the concept of my attack.

and yes my oid(blast) comes a bit later. :(
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#4
You can try using cpoint's vaction to send your opponent into another non-grabbed state before the blast(such as the injured frames), and reposition the cpoint coordinate such that the victim is already on the ground.

If that doesn't work, I would recommend that you change your attack concept slightly: you can fake the blast and then use vaction to send the enemy into a desired frame, and THEN release with the state change.

I'm not entirely sure what you're trying to do other than it being a grab attack that ends with a blast with fall<41 and then probably a shrafe(like Davis DvA), so I can't provide clearer answers.
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~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
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#5
(09-28-2016, 08:46 PM)STM1993 Wrote:  You can try using cpoint's vaction to send your opponent into another non-grabbed state before the blast(such as the injured frames), and reposition the cpoint coordinate such that the victim is already on the ground.



so sending the opponent into injured frames? i dont think i am gonna be in state 9,it will make the frames go back to standing.

my attack concept is:
frame no

1.attk @9st                  
2.attk @9st                  
3.attk @9st                  
4.pose @9st            
5.pose @9st
6.pose @9st
7.pose with oid(blast)@9st


8.pose @9                     And here's the oid frames
9.pose @9                     1.pic wait-0
10.pose@9                    2.pic wait-1
                                     3.pic wait-0 (with fall 70 dvx25 dvy-14)
11.final pose@9-next-999    
so basically(8,9,10,11 goes in vain)
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#6
Ahh, so you're using a fall70 blast afterall and you're making the character do a pose.

Ramond's method will still work. You can have a look at R-LF2's Justin's DJA attack - it has exactly the kind of data you need:
    DC-Code:
#here Justin is using his last grab attack
<frame> 318 suddenkill
   pic: 29  state: 9  wait: 1  next: 319  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\006.wav 
   opoint:
      kind: 1  x: 64  y: 43  action: 40  dvx: 0  dvy: 0  oid: 226  facing: 0
   opoint_end:
   cpoint:
      kind: 1  x: 58  y: 38
      injury: 72  vaction: 132  throwvz: -842150451  hurtable: 0 throwinjury: -842150451 decrease: 1 
   cpoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
   wpoint:
      kind: 1  x: 24  y: 1000  weaponact: 21  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
<frame_end>
 
#here Justin goes into state15, releasing the enemy, but he also opoints an explosion which hits immediately
#you don't notice the enemy fall into frame 212, which would eventually have landed into 215 crouch & then standing if he weren't hit.
<frame> 319 explosion
   pic: 96  state: 15  wait: 1  next: 320  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 57  y: 54  weaponact: 22  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   opoint:
      kind: 1  x: 40  y: 39  action: 10  dvx: 0  dvy: 0  oid: 322  facing: 0
   opoint_end:
   bdy:
      kind: 0  x: 21  y: -10000  w: 43  h: 62
   bdy_end:
<frame_end>


So for your concept, I assume the blast's itr will only hit when character's pose reaches frame 9, so:
7. pose with oid blast @ 9st.
8. pose @ 9st.
9. pose @ 15st (you can also use 3st, anything really)
...
It will work, just play around with the coordinates a bit.



You can even try something like this (this data is for normal Justin):
    DC-Code:
<frame> 121 catching
   pic: 50  state: 9  wait: 0  next: 0  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 hit_ja: 300
   cpoint:
      kind: 1  x: 64  y: 35
      vaction: 130  aaction: 122  taction: -232  throwvz: -842150451  hurtable: 1 throwinjury: -842150451 decrease: -7 
   cpoint_end:
   wpoint:
      kind: 1  x: 47  y: 41  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 19  y: 15  w: 28  h: 65
   bdy_end:
<frame_end>
 
<frame> 300 catchpunch
   pic: 51  state: 9  wait: 2  next: 301  dvx: 0  dvy: 0  dvz: 0  centerx: 36  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 100
   sound: data\007.wav 
   cpoint:
      kind: 1  x: 61  y: 35
      vaction: 130  throwvz: -842150451  hurtable: 1 throwinjury: -842150451 decrease: 7 
   cpoint_end:
   wpoint:
      kind: 1  x: 34  y: 41  weaponact: 35  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 19  y: 15  w: 28  h: 65
   bdy_end:
<frame_end>
<frame> 301 catchpunch
   pic: 52  state: 9  wait: 3  next: 302  dvx: 0  dvy: 0  dvz: 0  centerx: 34  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\001.wav 
   cpoint:
      kind: 1  x: 52  y: 36
      injury: 15  vaction: 132  throwvz: -842150451  hurtable: 1 throwinjury: -842150451 decrease: 3 
   cpoint_end:
   wpoint:
      kind: 1  x: 44  y: 46  weaponact: 34  attacking: 0  cover: 0  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 19  y: 15  w: 28  h: 65
   bdy_end:
<frame_end>
<frame> 302 catching
   pic: 90  state: 9  wait: 1  next: 303  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   cpoint:
      kind: 1  x: 61  y: 35
      vaction: 130  throwvz: -842150451  hurtable: 1 throwinjury: -842150451 decrease: 7 
   cpoint_end:
   wpoint:
      kind: 1  x: 38  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
<frame> 303 push
   pic: 91  state: 9  wait: 1  next: 304  dvx: 0  dvy: 0  dvz: 0  centerx: 25  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\015.wav 
   cpoint:
      kind: 1  x: 60  y: 79
      vaction: 112 throwvx: 1 cover: 21
   cpoint_end:
   wpoint:
      kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
<frame> 304 rest
   pic: 91  state: 3  wait: 7  next: 305  dvx: 0  dvy: 0  dvz: 0  centerx: 25  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 26  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
<frame> 305 ball
   pic: 92  state: 3  wait: 2  next: 253  dvx: 0  dvy: 0  dvz: 0  centerx: 25  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   sound: data\047.wav 
   opoint:
      kind: 1  x: 80  y: 36  action: 0  dvx: 0  dvy: 0  oid: 226  facing: 0
   opoint_end:
   wpoint:
      kind: 1  x: 27  y: 46  weaponact: 30  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

Grab punches, then throws enemy into broken_defend (frame 303), frame 304 "resting" so that frame 305 can opoint justin_ball.

If you want to implement this "pushing" thing into your concept as a fail-safe against standing:
7. pose with oid blast @ 9st.
8. throw vaction @ 9st. (see frame 303 in my example)
9. pose @ 15st (you can also use 3st, anything really)
...
[Image: uMSShyX.png]
~Spy_The_Man1993~
Steiner v3.00 (outdated), Challenge Stage v1.51
Luigi's Easier Data-Editor, A-Man's Sprite Mirrorer
Working on the LF2 Rebalance mod.
Avatar styled by: prince_freeza
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#7
i have just gave a try to the first Code, sometimes its working sometimes not. had to do a lot of tweaking,

ill soon reply if i get it right.
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