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Offline aa250

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How do I fix an infinite priotrity in the corner
« on: September 20, 2009, 06:40:08 PM »
I've been fixing up Kong's Magneto I am getting close to being finish. The problem I am having is I can trap an opponent in the corner with a move basically a hit lock I want Magneto to get pushed back so he doesn't trap someone in the corner this only happened in his crouch medium punch, Strong Kick and crouch strong kick. I try making the hit boxes smaller, but that didn't fix the problem.



This is what I mean by pushing him back


This is what the medium punch hit def code looks like
[State 210]
type = HitDef
;trigger1 = !var(29)
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = S, NA
animtype  = up;Medium
damage    = 14;5*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8210+random%8) 
guard.sparkno = S10017
sparkxy = -10,-110
hitsound   = S1,1
guardsound = S4,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
;ground.velocity = -5
;air.velocity = -5
ground.velocity = -1.5,-11
air.velocity = -5,-3
;fall.animtype = Up
fall = 1
air.fall = 1
fall.recover =1
airfall.recover =0
;p2stateno = 211
;air.animtype = back
;air.type = Low
;air.cornerpush.veloff = 0
;ground.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;p2stateno = 9020
;p2stateno = 321

This is his Stand Strong Kick

[State 320]
type = HitDef
trigger1 = AnimElem = 2 || AnimElem = 3
attr = S, NA
animtype = Hard
damage    = 40;6*var(30)
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkno = S(8220+random%8)
guard.sparkno = S10017
sparkxy = -10,-110
hitsound   = S1,2
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,-7
air.velocity = 0,-7
fall = 1
air.fall = 1
fall.recover =0
;p2stateno = 9020
;persistent = 0

[State 320, 2]
type = HitDef
trigger1 = !var(29)
trigger1 = AnimElem = 6 || AnimElem = 7
attr = S, NA
animtype = Hard
damage    = 3*var(30)
guardflag = MA
pausetime = 7,7
sparkno = S(8220+random%8)
guard.sparkno = S10017
sparkxy = -10,-100
hitsound   = S2,3
guardsound = S4,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,-7;-11
air.velocity = 0,-7;-10
fall = 1
air.fall = 1
fall.recover =0
;p2stateno = 9020
;persistent = 0
p2stateno = 321
id = 320

Crouch Strong Kick
[State 420, 2]
type = HitDef
;trigger1 = !var(29)
trigger1 = hitcount < 1
trigger1 = moveguarded < 1
attr = C, NA
damage    = 8*var(30)
animtype  = up;Medium
hitflag = MAFD
guardflag = MA
pausetime = 7,7
sparkxy = -10,-50
sparkno = S(8220+random%4)
hitsound   = S2,3
guardsound = S4,0
guard.sparkno = S10017
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,-11
air.velocity = -5,-3
fall = 1
air.fall = 1
fall.recover =1
airfall.recover =0
;fall.animtype = Hard
;p2stateno = 9020
;p2stateno = 321

Offline YD

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Re: How do I fix an infinite priotrity in the corner
« Reply #1 on: September 20, 2009, 07:39:34 PM »
Make sure each attack animation has proper size CLSN boxes, what I mean is make sure the CLSN1 is not too big and focus it to the attacking limb instead of an area also make sure he has CLSN2 boxes and sized appropriate. Next adjust the ground velocity of each of the move that are giving infinites, so if the ground velocity is "-1.5,-11" change the first one to -4 or play around with this number as it will push the attacker back if he is attacking an opponent in the corner.

EDIT: Refer to your posted CLSN tutorial and place a CLSN2 box around each of the CLSN1 boxes. You can also adjust the ground velocity to push him back a little further.

Sorry I have L4D on the brain. :)

Offline Fredgerd

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Re: How do I fix an infinite priotrity in the corner
« Reply #2 on: September 20, 2009, 08:47:14 PM »
set ground.velocity to like -40 and he will never hit lock again  ;D
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Offline aa250

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Re: How do I fix an infinite priotrity in the corner
« Reply #3 on: September 20, 2009, 09:54:05 PM »
Thanks Guys I got half of them fixed the only two that are giving me a problem are the Strong crouch kick. The crouching  medium punch isn't really a punch it just the magnetic pulse. That why I can trap someone in that move. I don't think that move can be fixed.

Offline zvitor

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Re: How do I fix an infinite priotrity in the corner
« Reply #4 on: September 24, 2009, 05:19:53 AM »
set ground.velocity to like -40 and he will never hit lock again  ;D
this works, but the correct way should be use this :
air.cornerpush.veloff = -40
ground.cornerpush.veloff = -40
guard.cornerpush.veloff = -40
airguard.cornerpush.veloff = -40
, so u can use ground.velocity with lows values to he keep the combos and high values to this param to pull him away