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
The attack seems to hit.
But the sound still not play.
It seems to be based on attempt anim hitfx
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