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Author Topic: Counter Attack move is crashing  (Read 1294 times)
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CaesarKhan
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« on: November 04, 2014, 08:35:30 PM »


I'm trying to make another counter attack for Ike, which uses SpecialLwHit as the counter attack subaction.

I've narrowed my crashes to the first lines of code in this up taunt subaction below, which crashes at the moment Ike is hit. It works fine when not attacked, and I can attack when no damage was inflicted on me.


Asynchronous timer = 15
Super/heavy state = Super, Tolerance = 600
Basic variable set: LA-basic [994] = IC-basic [2]
Basic variable set: LA-basic [993] = 0
Asynchronous timer = 70
If Compare: IC-basic [2] > LA-basic [994]
           Basic variable subtract: IC-basic [2] -= LA-basic [994]
           Basic variable set: LA-basic [993] = IC-basic [2]
End If
If button pressed = 0
           If Not Bit is Set: LA-Bit [997]
                 Bit Variable set: LA-Bit [997] = true
           End If
           Basic Variable set: LA-basic [993] = 0
           Super/heavy state = none, Tolerance = 0
           change subaction: sub action = SpecialLwHit
End If
...
 (i have 2 other LA-bit variables, which I want to use to in different assynch frames for different counter attack animations, but I can't get past this variable when hit and it crashes)

I'm thinking it has to do with the basic var subtraction somehow, or the if comparison, but I'm not sure. Any help is appreciated
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Carnage
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    « Reply #1 on: November 05, 2014, 06:51:09 AM »


    so you want ike to have 2 counters on his moveset? i mean ike has a true counter so why fake one?
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    CaesarKhan
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    « Reply #2 on: November 05, 2014, 07:08:42 AM »


    I want his special lw to be a faster KB-based attack, and eventually replace his neutral b with a slower start up damage-based attack, which also has a different animation. Should add some strategy for which type of counter to use, and the possibility to combo between them while playing "defensive". Been trying to get this to work for a week now
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