Grit
Active member
I need to know how to fix this.
I would like to know how to make it so the fire hit the floor?
I'm messing with cancel and Shoryuken special. First one is when the attack is press once, second is when it's pressed twice.
Maybe theSo it when the fire ball connect the hitflash goes in the opposite direction.
I need to know how to fix this.
I would like to know how to make it so the fire hit the floor?
I'm messing with cancel and Shoryuken special. First one is when the attack is press once, second is when it's pressed twice.
toflip
command is what you need, use it at the hitflash entity header.@Kratus Thanks a lot, I hope this work since I have much to learn still when it come to projectiles.Maybe thetoflip
command is what you need, use it at the hitflash entity header.
View attachment 7708
I suggest to look my SF vs KOF, there's some examples for Ryu and Akuma.Thanks a lot, I hope this work since I have much to learn still when it come to projectiles
You can use landframe for that.You perhaps know how to make it so it don't pass through through the ground?
In the SF vs KOF I use followanim/followcond for projectiles with multiple hits.How do create multiple hits with a projectile?
How does Landframe work in a projectile?You can use landframe for that.
The wayHow does Landframe work in a projectile?
landframe
works is that the entity is off the ground, and you have landframe with a given frame to skip for landing. When the entity lands, it skips to a specific frame number.anim follow1 #Jump straight
#cancel 0 99 0 d f a freespecial11
offset 23 121
delay 25
landframe 9 # STAY ON AIR BEFORE LANDING TO A GIVEN SPECIFIC FRAME
bbox 6 7 44 92
frame data/chars/ryu/0004100000.gif # 0
offset 19 112
delay 3
bbox 2 4 46 84
frame data/chars/ryu/0004100001.gif # 1
offset 21 105
bbox 2 2 46 64
frame data/chars/ryu/0004100002.gif # 2
offset 21 102
bbox 2 2 48 56
frame data/chars/ryu/0004100003.gif # 3
offset 24 101
delay 11
bbox 6 2 46 54
frame data/chars/ryu/0004100004.gif # 4
offset 21 102
delay 3
frame data/chars/ryu/0004100003.gif # 5
offset 21 105
bbox 2 2 46 64
frame data/chars/ryu/0004100002.gif # 6
offset 19 112
bbox 2 4 46 84
frame data/chars/ryu/0004100001.gif # 7
offset 23 121
delay 100
bbox 6 7 44 92
frame data/chars/ryu/0004100000.gif # 8
bbox 6 7 44 92
delay 2
@cmd attack0 openborconstant("ANI_JUMPLAND") # START CHANGING ANIMATION
frame data/chars/ryu/0004100000.gif # 9
frame data/chars/ryu/0004100000.gif # 10
anim jumpland #Land after jumping
#bbox 4 0 46 95
offset 24 91
delay 3
@cmd makeOpponentUnblock
frame data/chars/ryu/0001000000.gif
frame data/chars/ryu/0001000000.gif
#offset 22 72
#frame data/chars/ryu/0001000001.gif
#offset 24 91
frame data/chars/ryu/0001000000.gif
void attack0(void Ani)
{// Attack interruption
void self = getlocalvar("self");
performattack(self, Ani); //Attack!
}
anim jumpattack2
bbox 20 6 22 60
offset 32 65
loop 1 10 12
frame data/chars/max/asd00.png
frame data/chars/max/asd01.png
frame data/chars/max/asd02.png
frame data/chars/max/asd03.png
@cmd shooter2 "Power2" 15 25 0 2 -4 0 # Shoot diagonally down-forward
sound data/chars/max/beam2.wav
frame data/chars/max/asd04.png
frame data/chars/max/asd05.png
frame data/chars/max/asd06.png
frame data/chars/max/asd07.png
frame data/chars/max/asd08.png
frame data/chars/max/asd09.png
offset 49 95
frame data/chars/max/jump08.png
frame data/chars/max/jump09.png
frame data/chars/max/jump10.png
frame data/chars/max/jump11.png
void shooter2(void vName, float fX, float fY, float fZ, float Vx, float Vy, float Vz)
{//Spawns projectile next to caller
//vName: Model name of entity to be spawned in
//fX: X location adjustment
//fZ: Y location adjustment
//fY: Z location adjustment
//Vx: X speed
//Vy: Y speed
//Vz: Z speed
void self = getlocalvar("self"); //Get calling entity
int Direction = getentityproperty(self, "direction");
void vSpawn; //Spawn object.
vSpawn = spawn01(vName, fX, fY, fZ); //Spawn in projectile
if (Direction == 0){ //Is entity facing left?
Vx = -Vx; //Reverse Vx direction to match facing
}
changeentityproperty(vSpawn, "velocity", Vx, Vz, Vy);
changeentityproperty(vSpawn, "speed", Vx);
// changeentityproperty(vSpawn, "owner", self);
}
name Max
type player
health 40
speedf 1.6
shadow 0
diesound data/chars/max/death.wav
falldie 1
jumpheight 6.75
script data/scripts/player.c
atchain 1
icon data/chars/max/maxicon.png
palette data/chars/max/idle00.png
alternatepal data/chars/max/yellow.png
alternatepal data/chars/max/white.png
alternatepal data/chars/max/dblupowa.png
alternatepal data/chars/max/blupowa.png
com s freespecial5
weapons JJ Max
weaploss 3
animationscript data/chars/max/shoot.c
keyscript data/chars/max/xkey.c
mp 80
anim idle
followanim 1 # Changing to which anim follow?
followcond 1
landframe 16
fastattack 1
attack 0 0 26 24 5 0 0 1 0 0
loop 1 0 15
delay 5
offset 13 12
frame data/chars/misc/lightningball/ball000.png #0
attack 0 0 27 27 5 0 0 1 0 0
offset 13 13
frame data/chars/misc/lightningball/ball001.png #1
attack 0 0 27 27 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball002.png #2
attack 0 0 28 28 5 0 0 1 0 0
offset 14 14
frame data/chars/misc/lightningball/ball003.png #3
attack 0 0 29 29 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball004.png #4
attack 0 0 30 30 5 0 0 1 0 0
offset 15 15
frame data/chars/misc/lightningball/ball005.png #5
attack 0 0 33 31 5 0 1 0 0 0
offset 16 16
frame data/chars/misc/lightningball/ball006.png #6
attack 0 0 33 32 5 0 0 1 0 0
frame data/chars/misc/lightningball/ball007.png #7
attack 0 0 26 24 5 0 0 1 0 0
offset 13 12
frame data/chars/misc/lightningball/ball000.png #8
attack 0 0 27 27 5 0 0 1 0 0
offset 13 13
frame data/chars/misc/lightningball/ball001.png #9
attack 0 0 27 27 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball002.png #10
attack 0 0 28 28 5 0 0 1 0 0
offset 14 14
frame data/chars/misc/lightningball/ball003.png #11
attack 0 0 29 29 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball004.png #12
attack 0 0 30 30 5 0 0 1 0 0
offset 15 15
frame data/chars/misc/lightningball/ball005.png #13
attack 0 0 33 31 5 0 1 0 0 0
offset 16 16
frame data/chars/misc/lightningball/ball006.png #14
attack 0 0 33 32 5 0 0 1 0 0
frame data/chars/misc/lightningball/ball007.png #15
attack 0
offset 1 1
@cmd performattack getlocalvar("self") openborconstant("ANI_FOLLOW2") # Fire the animation like an attack for change to land. Look at the spaces carefully. performattack {entity} {animation}
frame data/chars/misc/empty.gif #16
anim follow1 # Hit the target
delay 5
offset 12 13
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif
anim follow2 #Start landing
delay 5
offset 12 13
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif
anim idle
@script
void self = getlocalvar("self");
if(frame == 16){ // Is it in the last frame?
performattack(self, openborconstant("ANI_FOLLOW2");
}
@end_script
followanim 1 # Changing to which anim follow?
followcond 1
landframe 16
fastattack 1
attack 0 0 26 24 5 0 0 1 0 0
loop 1 0 15
delay 5
offset 13 12
frame data/chars/misc/lightningball/ball000.png #0
attack 0 0 27 27 5 0 0 1 0 0
offset 13 13
frame data/chars/misc/lightningball/ball001.png #1
attack 0 0 27 27 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball002.png #2
attack 0 0 28 28 5 0 0 1 0 0
offset 14 14
frame data/chars/misc/lightningball/ball003.png #3
attack 0 0 29 29 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball004.png #4
attack 0 0 30 30 5 0 0 1 0 0
offset 15 15
frame data/chars/misc/lightningball/ball005.png #5
attack 0 0 33 31 5 0 1 0 0 0
offset 16 16
frame data/chars/misc/lightningball/ball006.png #6
attack 0 0 33 32 5 0 0 1 0 0
frame data/chars/misc/lightningball/ball007.png #7
attack 0 0 26 24 5 0 0 1 0 0
offset 13 12
frame data/chars/misc/lightningball/ball000.png #8
attack 0 0 27 27 5 0 0 1 0 0
offset 13 13
frame data/chars/misc/lightningball/ball001.png #9
attack 0 0 27 27 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball002.png #10
attack 0 0 28 28 5 0 0 1 0 0
offset 14 14
frame data/chars/misc/lightningball/ball003.png #11
attack 0 0 29 29 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball004.png #12
attack 0 0 30 30 5 0 0 1 0 0
offset 15 15
frame data/chars/misc/lightningball/ball005.png #13
attack 0 0 33 31 5 0 1 0 0 0
offset 16 16
frame data/chars/misc/lightningball/ball006.png #14
attack 0 0 33 32 5 0 0 1 0 0
frame data/chars/misc/lightningball/ball007.png #15
attack 0
offset 1 1
frame data/chars/misc/empty.gif #16
name Power2
type none
subject_to_gravity 0
candamage enemy obstacle
setlayer 1
lifespan 2
animationscript data/scripts/script.c
anim idle
followanim 1 # Changing to which anim follow?
followcond 1
landframe 16
fastattack 1
attack 0 0 26 24 5 0 0 1 0 0
loop 1 0 15
delay 5
offset 13 12
frame data/chars/misc/lightningball/ball000.png #0
attack 0 0 27 27 5 0 0 1 0 0
offset 13 13
frame data/chars/misc/lightningball/ball001.png #1
attack 0 0 27 27 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball002.png #2
attack 0 0 28 28 5 0 0 1 0 0
offset 14 14
frame data/chars/misc/lightningball/ball003.png #3
attack 0 0 29 29 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball004.png #4
attack 0 0 30 30 5 0 0 1 0 0
offset 15 15
frame data/chars/misc/lightningball/ball005.png #5
attack 0 0 33 31 5 0 1 0 0 0
offset 16 16
frame data/chars/misc/lightningball/ball006.png #6
attack 0 0 33 32 5 0 0 1 0 0
frame data/chars/misc/lightningball/ball007.png #7
attack 0 0 26 24 5 0 0 1 0 0
offset 13 12
frame data/chars/misc/lightningball/ball000.png #8
attack 0 0 27 27 5 0 0 1 0 0
offset 13 13
frame data/chars/misc/lightningball/ball001.png #9
attack 0 0 27 27 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball002.png #10
attack 0 0 28 28 5 0 0 1 0 0
offset 14 14
frame data/chars/misc/lightningball/ball003.png #11
attack 0 0 29 29 5 0 1 0 0 0
frame data/chars/misc/lightningball/ball004.png #12
attack 0 0 30 30 5 0 0 1 0 0
offset 15 15
frame data/chars/misc/lightningball/ball005.png #13
attack 0 0 33 31 5 0 1 0 0 0
offset 16 16
frame data/chars/misc/lightningball/ball006.png #14
attack 0 0 33 32 5 0 0 1 0 0
frame data/chars/misc/lightningball/ball007.png #15
attack 0
offset 1 1
@cmd attack0 openborconstant("ANI_FOLLOW2")
frame data/chars/misc/empty.gif #16
anim follow1 # Hit the target
delay 5
offset 12 13
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif
anim follow2
delay 5
offset 12 13
frame data/chars/misc/empty.gif
frame data/chars/misc/empty.gif
@Grit The SF VS KOF game has some examples in Akuma's projectiles.How does Landframe work in a projectile?
anim idle
followanim 1
followcond 1
fastattack 1
jugglecost 5
forcedirection -1
loop 1 1 11
landframe 11
delay 1
offset 120 187
hitfx data/sounds/sf/HighPunch.wav
attack 124 90 40 40 12 1 0 0 10 12
@cmd spawnbind "shingouki_zankuS_" 0 0 0
frame data/chars/shingouki/zanku/zanku00.gif
frame data/chars/shingouki/zanku/zanku00.gif
frame data/chars/shingouki/zanku/zanku01.gif
frame data/chars/shingouki/zanku/zanku02.gif
frame data/chars/shingouki/zanku/zanku03.gif
frame data/chars/shingouki/zanku/zanku04.gif
frame data/chars/shingouki/zanku/zanku05.gif
frame data/chars/shingouki/zanku/zanku06.gif
frame data/chars/shingouki/zanku/zanku07.gif
frame data/chars/shingouki/zanku/zanku08.gif
frame data/chars/shingouki/zanku/zanku09.gif
@cmd anichange "ANI_FOLLOW1"
frame data/chars/shingouki/zanku/empty.gif
anim follow1
loop 0
delay 2
offset 120 187
@cmd stop2 0
frame data/chars/shingouki/zanku/zanku10.gif
frame data/chars/shingouki/zanku/zanku11.gif
frame data/chars/shingouki/zanku/zanku12.gif
frame data/chars/shingouki/zanku/zanku13.gif
frame data/chars/shingouki/zanku/zanku14.gif
frame data/chars/shingouki/zanku/zanku15.gif
frame data/chars/shingouki/zanku/zanku16.gif
frame data/chars/shingouki/zanku/zanku17.gif
frame data/chars/shingouki/zanku/zanku18.gif
frame data/chars/shingouki/zanku/zanku19.gif
frame data/chars/shingouki/zanku/zanku20.gif
frame data/chars/shingouki/zanku/zanku21.gif
frame data/chars/shingouki/zanku/zanku22.gif
frame data/chars/shingouki/zanku/zanku23.gif
frame data/chars/shingouki/zanku/zanku24.gif
frame data/chars/shingouki/zanku/zanku25.gif
@cmd suicide
frame data/chars/shingouki/zanku/empty.gif
Trust me I have gone over your Akuma prior to uploading the video of my reattempt.The SF VS KOF game has some examples in Akuma's projectiles.