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change state to state - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +--- Thread: change state to state (/showthread.php?tid=10540) |
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change state to state - You'rHighness - 09-28-2016 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.
RE: change state to state - Ramond - 09-28-2016 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. RE: change state to state - You'rHighness - 09-28-2016 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.
RE: change state to state - STM1993 - 09-28-2016 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. RE: change state to state - You'rHighness - 09-28-2016 (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) RE: change state to state - STM1993 - 09-29-2016 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:
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):
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) ... RE: change state to state - You'rHighness - 09-29-2016 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. |