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Thread: Coding: Upward projectiles? (What to put in trigger for 'stage' ceiling)

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    Default Coding: Upward projectiles? (What to put in trigger for 'stage' ceiling)

    Hi,

    For projectiles going off stage edges, i readup the docs and learn that we can do so using:
    Front/BackBodyEdgeDist <= -20

    And for downward projectiles we can use:
    Pos Y >= 0 && Vel Y = 0

    But what about projectile going straight UP (skywards)?
    How do we measure the "ceiling" in triggers to let the projectile be destroyed/removed?

    There are SO many different stage designs with different heights and even "phrase" of stage (those with breakable floors to new basement design)...

    Need expert advice how do u guys do trigger for skyward going projectiles removal?



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    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: Coding: Upward projectiles? (What to put in trigger for 'stage' ceiling)

    Pos Y >= 0 && Vel Y = 0
    uhm... actually vel must be < Y to go upward, and >Y to go downward.... and pos Y = 0 should be the floor, while the positive maximum value of pos Y is relative to stage height, I guess.

    I don't know if there's any way to check the floor dist and the sky dist but I guess the projectile just go up until they reach the highest point then they cancel,same goes for the floor. You can try, though, in training mode pick two flying characters and try the move in the sky to see what happens.

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    Default Re: Coding: Upward projectiles? (What to put in trigger for 'stage' ceiling)

    I had tested and validated with NumHelper count with DisplaytoClipboard. Seems the skyward projectiles lives forever until round ends

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    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: Coding: Upward projectiles? (What to put in trigger for 'stage' ceiling)

    well done then, you've found a MUGEN bug :D

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    Default Re: Coding: Upward projectiles? (What to put in trigger for 'stage' ceiling)

    Skyward going projectiles removal (I'd rather use helpers for complex movements) is generally based on velocity where (vel is set at some number then acceleration is set opposing.) Add the code when vel equals zero remove projectile or helper and done. You can also remove based on time.

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