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explod & pausetime
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Chloe | Posted: Nov 15 2003, 04:24 PM
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
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FlowaGirl | Posted: Nov 15 2003, 05:45 PM
My love is like whoa. Group: Members Posts: 68 Member No.: 58 Joined: 14-September 02
ignorehitpause = 1
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Blargh Designs -- http://blargh.i-xcell.com

Chloe | Posted: Nov 15 2003, 07:50 PM
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
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
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
Dead by Dawn Group: Members Posts: 119 Member No.: 4182 Joined: 19-October 03
Well...could you post the solution?
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Enter the Dojo.

Winane | Posted: Nov 16 2003, 08:56 PM
MUGEN Grip Group: Members Posts: 314 Member No.: 122 Joined: 14-September 02
http://mugenguild2k.free.fr/forum/index.ph...y;threadid=6701

Chloe | Posted: Nov 16 2003, 11:17 PM
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

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
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?

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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renzo.studiosmh.com
Thank you Mario, but the princess is in another castle.

Thrawn | Posted: Nov 17 2003, 04:20 PM
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
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If you must label the absolute, use its proper name: Temporary.
- The Stolen Journals

Renzo | Posted: Nov 17 2003, 09:11 PM
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.
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renzo.studiosmh.com
Thank you Mario, but the princess is in another castle.

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