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Offline Fredgerd

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Preventing light punch hitlocks.
« on: August 26, 2009, 12:12:47 PM »
I've noticed some characters on my roster can pull an infinite hit lock by just spamming a light attack over and over. I've noticed most characters are pushed back slightly every time they hit to prevent this. Is there a way I can make a character do this or better make it so that it can't move forward simultaneous to tapping an attack rapidly.
« Last Edit: August 26, 2009, 12:24:47 PM by Fredgerd »
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

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Offline YD

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Re: Preventing light punch hitlocks.
« Reply #1 on: August 27, 2009, 06:46:11 AM »
I've noticed some characters on my roster can pull an infinite hit lock by just spamming a light attack over and over. I've noticed most characters are pushed back slightly every time they hit to prevent this. Is there a way I can make a character do this or better make it so that it can't move forward simultaneous to tapping an attack rapidly.

You have to adjust the velocity of the attack of the player that is causing the "spam". Here's an example:

This was taken from a standard light punch attack def from the .cns

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
damage = 25, 5
animtype = Light
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 8, 8
sparkno = 0
sparkxy = -10, -76
hitsound = S5,5
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4   <---------- This is where to adjust or add if not present
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


The definition I pointed to controls the movement of the opponent when hit by the attack, so this attack def for ground velocity will push the opponent back 4 spaces on the X plane of axis. If this line is not present then that is why the player is not being pushed and if this is there than you should check the hit boxes of each characters guard and standing animation as they might be too big or the attack boxes of the attacker may be too big. Hope this helps.  :)


Offline Fredgerd

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Re: Preventing light punch hitlocks.
« Reply #2 on: August 28, 2009, 10:46:15 AM »
how do I check the hit boxes and attack boxes
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

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Re: Preventing light punch hitlocks.
« Reply #3 on: August 28, 2009, 11:20:30 AM »
how do I check the hit boxes and attack boxes

You use FF and go to animations which is the movie slate looking Icon, I would use FF Update 3 instead of FF Ultimate as Ultimate is more confusing. Once you have the animation option open go to the animation you want to check which will be listed in the attack definition of the .cns file where I first instructed you you to alter the "hit def' portion. It will look like this:

; Stand Light Punch
[Statedef 200]
type    = S                     
movetype= A                     
physics = S                     
juggle  = 1                   
velset = 0,0                 
ctrl = 0                       
anim = 200  <--------- This refers to the animation number for reference of this move                 
poweradd = 20                   
sprpriority = 2                 
 



Once you see the animation it will have a series of frames/sprites and each one will have a blue/yellow/green/red box around parts of the image itself. The blue and yellow ones are "hit boxes" which are the boxes that are able to be hit by the opponent. Adjust these boxes to where you would like the image to by hit by an attack. The closer to the body of a sprite  the better. I try to only put hit boxes around the mid section of sprites cause if the arms or legs are included sometimes when the character is attacked it looks funny and cheap. To adjust these boxes simply use the pointer and  left click which ever box you want to edit and it will be highlighted with smaller boxes at the corners and mid point of each side, these smaller boxes are where you left click and drag to resize the box and you can left click inside the box itself to move the entire box to a different location. Hope this helps you understand. If you need further directions let me know. :)

Offline Fredgerd

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Re: Preventing light punch hitlocks.
« Reply #4 on: August 31, 2009, 11:04:27 PM »
thx I got stuff fixed and learned some cool stuff from this too.  :)
For those who are curious, yes I am gone and I don't intend to be back soon. I never formally said goodbye to you all, because that always becomes a forum stink. However, to my friends here, I wish you the best. Perhaps I'll be back one day but for now this is goodbye.

-Fred

Offline YD

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Re: Preventing light punch hitlocks.
« Reply #5 on: September 01, 2009, 07:50:59 AM »
thx I got stuff fixed and learned some cool stuff from this too.  :)

Always glad to help and inform.  :)