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Offline GuNStArHeRo

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Need help slowing down a characters attact speed
« on: July 28, 2009, 03:47:51 AM »
if a character combos comes out fast how would i slow it down so that he attacks like normal MvC characters



Offline BlizzardTora

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Re: Need help slowing down a characters attact speed
« Reply #1 on: July 28, 2009, 10:12:43 AM »
 :-* If my memory serves me correctly, I dont believe there is a setting for it. You may have to use fighter factory to copy and past or add frames (and its hit box data) to the animations. If you want you can also increase the length in seconds of the animation but you may need to readjust the hit boxes as well.


Offline GuNStArHeRo

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Re: Need help slowing down a characters attact speed
« Reply #2 on: July 28, 2009, 11:17:04 AM »
:-* If my memory serves me correctly, I dont believe there is a setting for it. You may have to use fighter factory to copy and past or add frames (and its hit box data) to the animations. If you want you can also increase the length in seconds of the animation but you may need to readjust the hit boxes as well.

I don't know how to really use FF so I guess ill just leave it alone...thanx for that info tho



Offline YD

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Re: Need help slowing down a characters attact speed
« Reply #3 on: July 28, 2009, 08:11:55 PM »
if a character combos comes out fast how would i slow it down so that he attacks like normal MvC characters

Like BT said all you have to do is add ticks (seconds you might say) to the character attack with fighter factory. You don't need to add frames, just modify the ticks. Open up the character in FF, find out what move the one is you want to adjust, so if your playing the character and you notice that pressing QCB, and A performs the move you want to adjust then with the character opened up in FF go to the "command" option (its the icon that looks like an old school Atari controller) or you can just open the characters .cmd file in notepad and look for the command that looks like this:

NOTE: I'm using FF Update 3 For reference, all other FF's will be the same, however, FF Ultimate will be different!

[Command]
name = "QCF_x" ( or it will be named something else)
command = ~D, DF, B, x


Then remember the name listed and then continue scrolling till you find the portion of coding that has that same name as a trigger which will look like this:

;Light Kung Fu Palm
[State -1, Light Kung Fu Palm]
type = ChangeState
value = 1000
triggerall = command = "QCF_x"
trigger1 = var(1) ;Use combo condition (above)


Once you have found that portion of coding it tells us that the move is statedef 1000 in the characters .cns file. Of course this will differ for the character you want to edit but I'm giving you and example. Now go to the .cns part of FF (the icon that looks like a window thats white with two boxes in it) and now we are going to find the portion of coding in the .cns (constants file) that defines the statedef 1000. When you have the constants option open in FF there will be a window to the left that is titled "Constants [CNS/ST]:" and in that window will be rectangular boxes with words in them and one thats called "States", click that boxes and a list of states will appear and scroll down till you see "1000" from the drop down and double click it and it will take you directly to the statedef 1000 in the constants box where coding is displayed, now all we are looking for here is the portion of coding that states what the attack animation is which will usually include the hit def coding if its a projectile but since you stated that it as a an attack it will most likely be the first portion of the coding for statedef 1000 and usually is the same number as the .cns statedef but it can be different and it will list a statedef for the hit def somewhere else in that coding . The statedef portion of coding looks like this:

; Kung Fu Palm
; CNS difficulty: medium
; Description: This is like a standard attack, but with some differences.
;   There are two HitDefs in this attack. One is triggered when the
;   opponent is near (using a p2bodydist trigger), and the other
;   when the opponent is farther away. The main differences between
;   the near and far versions of the HitDefs is that the near version
;   has a "fall" parameter set to 1, causing the opponent to be knocked
;   down. Other minor differences are the damage, and the velocity to
;   give the opponent.
;   The line "attr = S, SA" line means this is a Standing, Special Attack.
;   It is important you have the attr parameter set correctly for all
;   you HitDefs.
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000 <- this is the reference to the animation for the attack
ctrl = 0
sprpriority = 2

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 3

[State 1000, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1000, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
x = 10

[State 1000, 4]
type = PosAdd
trigger1 = AnimElem = 5
x = 5

[State 1000, 5] ;Opponent near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X < 40
attr = S, SA
animtype  = Hard
damage    = 90, 4
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-3.5
air.velocity = -4,-3
fall = 1

[State 1000, 6] ;Opponent not near
type = HitDef
trigger1 = AnimElem = 5
trigger1 = p2bodydist X >= 40
attr = S, SA
animtype  = Hard
damage    = 85, 4
priority  = 4
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -4,-2.5


[State 1000, 6]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1/color]


The portions in teal text are the hit def codes.

Now that we have the animation number we will now open the "Animation" option of FF which is the icon of the movie slate. Once we have that option open to the left you will see a magnifying glass and you use this to jump straight to the animation you want to edit, so click the magnifying glass and in the window that pops up titled "Find" type in the animation number and it will take you straight to that animation. So once your have that animation shown, you'll now want to adjust the time of each frame. Just below the magnifying glass is a slider with a green "-" and "+" on both sides there are two of these to the left in the "Animations" window but we are going to use the bottom one. Just below the slider are other boxes and one is titled "Time" so use the slider to scroll through each frame of animation to get a feel for it first then when your ready you will scroll through each frame and edit the "time" for each one. Now you will have to play with these to get it however you want it so take your time and start by editing them a little higher in number and you can hit the blue play button at the top of the window to the right of the cactus to see if you like how it looks as this button will show you a preview. once you got it how you like it  remember to save which is the icon at the top that looks like a floppy disk and your done.

Happy editing.  :)

If you need any more direction, you know what to do. Peace. 

Offline GuNStArHeRo

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Re: Need help slowing down a characters attact speed
« Reply #4 on: July 28, 2009, 08:24:38 PM »
ill try this out now because in another hour and a half MvC2 for 360 comes out...thanx for this info young



Offline YD

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Re: Need help slowing down a characters attact speed
« Reply #5 on: July 28, 2009, 08:58:15 PM »
ill try this out now because in another hour and a half MvC2 for 360 comes out...thanx for this info young

Your welcome as usual. :)

OFF TOPIC: Playing GOW2 tonight? I'll be playing Left 4 dead. GT: yesiam1469. Peace.

Offline BlizzardTora

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Re: Need help slowing down a characters attact speed
« Reply #6 on: July 29, 2009, 09:51:12 AM »
Adding upon that YD do you know about reducing the speed (displacement speed) on projectiles. Kinda a pain when the same second the projectile is shot someone is getting hit by it.


Offline YD

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Re: Need help slowing down a characters attact speed
« Reply #7 on: July 30, 2009, 08:56:10 AM »
Adding upon that YD do you know about reducing the speed (displacement speed) on projectiles. Kinda a pain when the same second the projectile is shot someone is getting hit by it.

Well it would depend on how the projectile was coded, if the clsn is sized correctly (meaning it fits around the projectile sprite and not the whole screen) then it would have to be the velocity, if you change the velocity, that will slow up the movement of the projectile. Look at the code for the projectile and in the coding will be a reference for the value of the velocity it should look like this:

[State 1000, Projectile]
type = Projectile
trigger1 = AnimElem = 4
projanim = 100
projhitanim = -1
projcancelanim = 101
projpriority = 1
projsprpriority = 1
projremove = 0
projshadow = -1
projstagebound = 80
projheightbound = -800,1
velocity = 10 <--- This is the value for the speed, lower # = slower projectile.
offset = 44,-68
attr = S, SP
getpower = 0
animtype  = Heavy
damage    = 40,5
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0,10
sparkno = -1
sparkxy = 80,-10
hitsound   = S4, 21
guardsound = S20, 6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -6,-10
air.fall = 1
air.juggle = 3
fall.recover = 0


Now the above is a typical projectile code but other creators like to be different and code the move with a helper instead which is time consuming but whatever. If its a helper then you have to find the helper code for the projectile  only and alter its code, the portion of coding that controls the speed for a helper is this portion:

[state 600, 1]
type = VelSet
trigger1 = Time = 0
x = 4 <---- Change the #, change the speed


Got it, good!

Ok, thats all folks, hope this helps. Peace.