Fixed - Openbor logic with follow and sound FX

NED

Well-known member
FIXED
For some reason, I had to activate fastattack to 1 (not 0)
Still don't get it. But it works.
-------------------------------------


I asked for help months ago.
it was about a buggy use of hit sound.
The problem is still here.

Let me explain.

This is a supercombo type attack (ryuko ranbu type)

-1-
rush (attempt) freespecial31
It plays no hitfx (empty wav)
it display no hit sparks (empty hit flash file)
(it's OK)

-2-
supercombo part . follow3
(I reduced it to the first attack for debbug purposes.
here, the "first hit" have to play a particular sound (powhit.wav)

the problem is the first hit don't play this sound and seems to depend on last sound played in freespecial31.
So it plays an empty sound too. Why? There is no logic at all!

In my debug detress, I tried to add "delay 15" before the frame that have to play the sound "super01.gif" -> does nothing.
But when I add "delay 15" one frame before the frame that have to play the sound, it works.

There is absolutly no logic.
I don't understand this way of thinking, or perheaps its language barrier tha make me understand false info.



The worst is :
when I use follow3 as a "standalone" anim (by renaming it to freespecial31)
The sound "powhit.wav" is played without problem.
IMO this is totally nonsense. perhaps I'm totally stupid.

What. Just what is the way to fix this.
And if someone here is able to understand this logic.

please, say me what to do.

Thanks

Code:
anim	freespecial31# super combo (SUPER) START
#energycost 300 1#100 1
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	followanim	3#1
	followcond	1#4
	bbox	64 84 58 96
	loop	0
	delay	2
	offset	96 177
	frame	data/chars/rachel/spra01.gif
	frame	data/chars/rachel/spra01.gif
	delay	6#10#####15#30
	frame	data/chars/rachel/spra02.gif
	move	5#####6#7###6#4
	delay	2
	frame	data/chars/rachel/spra02.gif
	sound	data/chars/rachel/kiai3.wav
	frame	data/chars/rachel/spra03.gif
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/spra03.gif
	frame	data/chars/rachel/spra04.gif
	frame	data/chars/rachel/spra04.gif
#	attack12	104 81 52 54 10 0 0 0 20 0
	attack12	109 95 54 62 10 0 0 0 20 0
	hitfx	data/sounds/empty.wav#hardp.wav
	hitflash      noflash
	frame	data/chars/rachel/spra05.gif
	frame	data/chars/rachel/spra05.gif
	frame	data/chars/rachel/spra05.gif
	frame	data/chars/rachel/spra05.gif
	frame	data/chars/rachel/spra05.gif
	frame	data/chars/rachel/spra05.gif
	frame	data/chars/rachel/spra05.gif
	frame	data/chars/rachel/spra05.gif
#	attack12	0 0 0 0 0 0
	move	2#3##2#4#2
	frame	data/chars/rachel/super00.gif
	frame	data/chars/rachel/super00.gif
	frame	data/chars/rachel/super00.gif
	move	1#2##1#1
	frame	data/chars/rachel/spra06a.gif
	frame	data/chars/rachel/spra06a.gif
	attack12	0 0 0 0 0 0
	frame	data/chars/rachel/spra06a.gif
	frame	data/chars/rachel/spra06a.gif
	frame	data/chars/rachel/spra06a.gif
	move	0
	frame	data/chars/rachel/spra06a.gif
	frame	data/chars/rachel/spra06a.gif
	frame	data/chars/rachel/spra06a.gif
	delay	16#11#7
	frame	data/chars/rachel/spra07.gif
	delay	6
	frame	data/chars/rachel/at6.gif


anim	follow3# super combo (SUPER) CONTINUE
#energycost 100 1
	damageonlanding 0 1#l'enemi peut faire des indirect damage
	jugglecost 0
	forcedirection	-1
	bbox	76 98 20 83#64 84 58 96
	loop	0
	fastattack	1
	delay	2#6#1#2
	offset	96 177
	move	1#*#2#3###6#4
	frame	data/chars/rachel/sprb01.gif
	sound	data/sounds/a2.wav
	frame	data/chars/rachel/sprb02.gif
	frame	data/chars/rachel/sprb02.gif
	hitfx	data/sounds/powhit.wav#sphit1.wav#hardp.wav
	attack22	98 97 73 36 8 0 0 0 20 25#body#30 25#body#10 25#body
#	hitfx	data/sounds/powhit.wav#sphit1.wav#hardp.wav

	frame	data/chars/rachel/super01.gif

	delay	10#35

	attack	0 0 0 0 0 0
	frame	data/chars/rachel/super01.gif

	delay	2#6#1#2

	frame	data/chars/rachel/super01.gif
	sound	data/sounds/suprush.wav
	frame	data/chars/rachel/super01.gif

The attack seems to hit.
But the sound still not play.

It seems to be based on attempt anim hitfx
 
Thanks guys.
Yhe problem seems to be in the follow anim.
Because I tryed to swap it with another existing follow anim, and it's not buggy this way.

But When I use the proper "super combo" follow anim, the bug is still here.

As a reminder, this is the hit I cannot manage to be working:

---------------------CODE-----------------------------------------
anim follow3# super combo (SUPER) CONTINUE
#energycost 100 1
damageonlanding 0 1#l'enemi peut faire des indirect damage
jugglecost 0
forcedirection -1
bbox 76 98 20 83#64 84 58 96
loop 0
fastattack 1
delay 2#6#1#2
offset 96 177
move 1#*#2#3###6#4
frame data/chars/rachel/sprb01.gif
sound data/sounds/a2.wav
frame data/chars/rachel/sprb02.gif
frame data/chars/rachel/sprb02.gif

delay 2#6#1#2
hitfx data/sounds/powhit.wav#sphit1.wav#hardp.wav
attack22 98 97 73 36 8 0 0 0 20 25#body#30 25#body#10 25#body

frame data/chars/rachel/super01.gif


delay 10#35

attack 0 0 0 0 0 0
frame data/chars/rachel/super02.gif#01.gif

delay 2#6#1#2

frame data/chars/rachel/super02.gif#01.gif
sound data/sounds/suprush.wav
frame data/chars/rachel/super02.gif#01.gif
----------------------CODE END----------------------------

The crazy thing is when I make the frame (who have to hit) far longer it works
(Like that)

----------------------CODE----------------------------
delay 200#2#6#1#2
hitfx data/sounds/powhit.wav#sphit1.wav#hardp.wav
attack22 98 97 73 36 8 0 0 0 20 25#body#30 25#body#10 25#body

frame data/chars/rachel/super01.gif
----------------------CODE END----------------------------

gbvw.jpg


In fact the sprite is displayed without hitting and after a certain time it hits.
Seriously, I just can't understand HOW this engine logic works.
Why, just WHY?? Why this hitbox linked to a particular frame hits only after several ticks of display???
Sorry, I don't get it at all...
 
I have had problems like this before that don't make sense.  Identical entities or animations, one works but another doesn't.

I don't understand your code what's with all the extra # sections?

Wish could help you out more with this project but I still have not spent much time making proper fighting mods to be much help.
 
The "extra # sections" are just test parts or comments I haven't deleted yet.
I think they are not read by the game, so...

My mod is nothing like a fighting game.
It's a pure beat'em up, but with several moves, and a bigger grapple system. ;)

I'm pretty sure the engine itself is unstable and this is the reason why most of us have to use this famous "KIT" ;) when we try to implement a new function.

The shame with this particular move, is there is nothing complicated AT ALL!

Freespecial attempt
The hit have to play an empty sound and empty flash.
on success it goes to follow anim.
Follow anim have several hit sounds and flashes...

Why the first hit of follow anim don't hits before several ticks of display???
I just can't understand how a so basic thing (no script, no coding skills required) can be so buggy/complicated to understand.

I have the feeling to lose my time since several month now, I might return to my mugen project, now.
 
clean up the code, no # and other comments and try to do attack again from 0.Ive seen some bizarre things even if i copy pasted entire txt file to new one then new one worked and old one had bug.
 
nedflandeurse said:
I just can't understand how a so basic thing (no script, no coding skills required) can be so buggy/complicated to understand.

Step 1: Stop wallowing in self pity for being "only a spriter" and stop blaming the engine for things you don't understand. It's getting tiresome.

Step 2: Take a break, clear your head, ask questions and LISTEN to the answers people give you. We all run into headaches at some point. The only way out is to be level headed, logical and willing to take advice from those of us who have been there before.

Good luck.

DC
 
Everybody, I'll take a little break.
And restart working on this move from zero.

@Ilu
I certainly have made a basic error, so I'll try to remake it by myself this time.
If I'm still stuck I'll disturb you with that.
But, thanks again.

@DC
Sorry if I give this feeling. Perhaps this is barrier of langage.
Thanks.
 
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