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 triggers ?

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joshfeet
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PostSubject: triggers ?   August 6th 2008, 10:14 am

is their any trigger that is the opponent getting hit

an example of what i mean
Trigger1 = "opponent being hit"
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JozoTheBoogey
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PostSubject: Re: triggers ?   August 6th 2008, 10:59 am

joshfeet wrote:
is their any trigger that is the opponent getting hit

an example of what i mean
Trigger1 = "opponent being hit"
trigger1 = AnimElem = 3 (put the number of the animation which has a red clsn box!

-------------------------

If you want that hits more then once just do this
trigger1= AnimElem = #
trigger2= AnimElem = #

just change the pausetime = 10,10 into 5,5 if you want to make a combo move

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blackchaos
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PostSubject: Re: triggers ?   August 6th 2008, 3:15 pm

no to make a combo doesnt have anything to do with pausetime


to make a combo say for example, light punch hard kick, in the state -1 for hard kick

type triggerall = stateno = 200 && movehit

trigger for opponent being hit is movecontact, but if thats not what you meant and you just wanted to know how to hit the opponent successfully, then create a red collision box on the hit animation frame, then as jozo said trigger1 = animelem = 3 or whatever number your attack frame is, you can use things like animelemtime(3)>=0 which means when frame 3 of the animation is greater or equal to 0 in time in that frame.
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Dr. Your Mom
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PostSubject: Re: triggers ?   August 6th 2008, 4:50 pm

well darren, when i make a combo do use this

trigger1 = stateno = 200
trigger1 = movecontact


its that the hit state that has this can be comboed with state 200
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blackchaos
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PostSubject: Re: triggers ?   August 6th 2008, 10:33 pm

yea its basically saying as stateno 200 makes contact, (use movehit its better)
then you can combo it into the state its added,

stateno = 200 && movehit is better syntax to use.
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JozoTheBoogey
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PostSubject: Re: triggers ?   August 7th 2008, 1:38 am

blackchaos wrote:
yea its basically saying as stateno 200 makes contact, (use movehit its better)
then you can combo it into the state its added,

stateno = 200 && movehit is better syntax to use.
This thing with stateno = 200 && movelist
Is that like HSR's Alien Warrior when his use his light punch?

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joshfeet
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PostSubject: Re: triggers ?   August 7th 2008, 3:23 am

blackchaos wrote:
trigger for opponent being hit is movecontact

that is exactly what i meant lol thanks guys but i know how to make the attack hit the the opponents lol
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PostSubject: Re: triggers ?   August 7th 2008, 11:31 am

lol ok
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blackchaos
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PostSubject: Re: triggers ?   August 7th 2008, 9:34 pm

jozo its movehit not movelist, that would prob crash mugen lol

not sure as i havent tested that char, but basically its just allowing you to do a 2 hit combo, so light punch then say hard kick, gives you 2 hits, and you can still keep pausetimes fairly high like pausetime = 5,12


as soon as light punch makes contact it allows you to press strong kick

other ways would be, stateno = [200,240] && movecontact

that means providing your adding this is state -1 value 250(hard kick)
it means you can combo into hard kick from light punch all the way to medium kick
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JozoTheBoogey
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PostSubject: Re: triggers ?   August 25th 2008, 7:32 pm

How can I do this:
Alien Warrior's light punch has more then one punch, he will use the other moves if the move hits the enemy and if I keep pressing light punch (x)
Is there a way to do that?

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Dr. Your Mom
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PostSubject: Re: triggers ?   August 26th 2008, 1:45 am

yes there is a way jozo. if u seen ssbb mugen kirby. i know when i hold down the button, kirby will keep punching till u let go.
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