Hitsound not played??

NED

Well-known member
For some reason my very first hit sound is not played.
-This is not a mispelling in the wav name
-All the next hits are ok

This is the animation start:
Code:
anim	follow3# super combo (SUPER) CONTINUE
#energycost 100 1
	damageonlanding 0 1
	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/sphit2.wav#hardp.wav
	attack22	98 97 73 36 8 0 0 0 30 25#body#10 25#body
	frame	data/chars/rachel/super01.gif

	delay	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
	sound	data/sounds/a1.wav
	frame	data/chars/rachel/super02.gif
	frame	data/chars/rachel/super02.gif
	hitfx	data/sounds/hardp.wav
	attack22	98 97 73 36 8 0 0 0 10 25#body

EDIT : the first hit seems to be ignored...How can I make this move hitting
 
hitfx must be put after an attack.
And attack must be put before a frame.

Your last attack doen't work because there's no frame after that.
 
So this order should work?
Attack-Frame-hitfx

About last attack it's cut because I put only the start of the anim (very long one)
 
utunnels said:
hitfx must be put after an attack.

No? Every time I use hitfx, it was always before the attackbox. It always worked for me.  :o

Unless this is because I've been using version 3692 and have postponed to update since then?


EDIT: Oh, wow. Nevermind. I just realized that I always instinctively start out an offensive animation with attack 0. So... I guess, technically, I DO put a hitfx after an attack. Huh.
 
nedflandeurse said:
So this order should work?
Attack-Frame-hitfx

About last attack it's cut because I put only the start of the anim (very long one)


Actually it is attack-hitfx(and any other attack related commands)-frame.
 
Thanks for the information! I always set hitfx at start of animation instead and it worked. However, knowing that it is another attackbox supplement, this could help me making multiple attacks with various hitfx.
 
Nah, it is not a hard rule.
But hitfx will always be filled in the last defined attack, so it is necessary to know if you have more than one attacks. Always follow the same rule = less unexpected results
 
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