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i need help for Guard,Dash and Hit code for a Flying Char
sgn_15Date: Sunday, 2012-04-15, 5:36 PM | Message # 16
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you can check what i said by looking at common1.cns found on the data folder in your mugen.
common1.cns is the cns containing the states for basic movements and damage
ctrl+f 50 and 132 to easily find the states

Added (2012-04-15, 5:36 PM)
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Quote (sgn_15)
btw send me the char when you are done


 
Omegaxis12Date: Monday, 2012-04-16, 7:00 AM | Message # 17
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sir, what's wrong with this guarding code

inside state 1900:

;Flying Guard
[State -2, FlyingGuard]
type = ChangeState
value = 1912
trigger1 = command = "y"

my guard state:

[Statedef 1912]
type = A
physics = N
anim = 1912
sprpriority = 1

[State 1912 , FlyingGuard]
type = Velset
trigger1 = 1
x = 0

[State -1, FlyingGuard]
type = ChangeState
trigger1 = (P2BodyDist X <= 30) && (P2StateType = A)
value = 1912

[State -2, FlyingGuard End]
type = ChangeState
value = 1900
trigger1 = animtime = 0
ctrl = 1
 
sgn_15Date: Monday, 2012-04-16, 7:03 AM | Message # 18
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tell me how you want the guard to be used (aside from the y button)

and also,
Quote (Omegaxis12)
[State -1, FlyingGuard]
type = ChangeState
trigger1 = (P2BodyDist X <= 30) && (P2StateType = A)
value = 1912

you are already in 1912, why are you going back to 1912 ? i think that changestate is suited more inside state 1900 (which also means you don't need the command y triggered changestate anymore, remove it)


 
Omegaxis12Date: Monday, 2012-04-16, 7:14 AM | Message # 19
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wow! tnx for the fast reply

i already did it but their's only one prob when i block the enemy the attack cancels my block and still do damage on my char and
how should i fix this?

when it block it moves either upward or downward how can make it stop to the position where her started guarding?


Message edited by Omegaxis12 - Monday, 2012-04-16, 8:24 AM
 
sgn_15Date: Monday, 2012-04-16, 12:04 PM | Message # 20
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Quote (Omegaxis12)
i already did it but their's only one prob when i block the enemy the attack cancels my block and still do damage on my char and
how should i fix this?

well... normal guard anims can naturally still be hit if hit continuously (assuming the guard has blue clsn and the attack is guardable).

about the no damage, hmmmm... can you explain again? so you are in the guard state and when you are hit, no damage is done to your life? your guard state should have blue clsn and your statetype is A so that is correct. you are not using hitoverride so you should receive damage.

Quote (Omegaxis12)
when it block it moves either upward or downward how can make it stop to the position where her started guarding?

i really don't know about this one. you don't have a velset in the statedef section and then you have a velset sctrl that sets it to zero x value the whole time. try using zero for y also

[State 1912 , FlyingGuard]
type = Velset
trigger1 = 1
x = 0
y = 0


 
Omegaxis12Date: Monday, 2012-04-16, 12:12 PM | Message # 21
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about the velset i forgot to put it tongue tnx to you

so here's my new code

state in 1900:
;Flying Guard
[State -2, FlyingGuard]
type = ChangeState
value = 1912
trigger1 = command = "aerial block"

state in 1912
[Statedef 1912]
type = A
physics = N
anim = 1912
sprpriority = 1

[State 1912 , FlyingGuard]
type = Velset
trigger1 = 1
x = 0

[State -1, FlyingGuard]
type = ChangeState
trigger1 = (P2BodyDist X <= 20) && (P2StateType = A)
value = 1900
ctrl = 1

[State -2, FlyingGuard]
type = Velset
trigger1 = 1
x = 0
y = 0

[State -3, FlyingGuard End]
type = ChangeState
value = 1900
trigger1 = command != "aerial block"
ctrl = 1

disregard the new thing about dmg thingy biggrin

and yeah my aerial animation already have blue clsn on it


Message edited by Omegaxis12 - Monday, 2012-04-16, 12:19 PM
 
sgn_15Date: Monday, 2012-04-16, 12:18 PM | Message # 22
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Quote (Omegaxis12)
[State 1912 , FlyingGuard]
type = Velset
trigger1 = 1
x = 0

[State -1, FlyingGuard]
type = ChangeState
trigger1 = (P2BodyDist X <= 20) && (P2StateType = A)
value = 1900
ctrl = 1

[State -2, FlyingGuard]
type = Velset
trigger1 = 1
x = 0
y = 0

you can remove the other velset with x only. anyway it is not affecting the char to have duplicate codes that do the same thing

so.... did you got your other issues solved?

Added (2012-04-16, 12:18 PM)
---------------------------------------------

Quote (Omegaxis12)


about the dmg thing hmmm.... to make it easier to understand i can activate my aerial guard but still take dmg

guard anims can really still be hit. however, you might want to check the common1.cns and look at the codes of guard states to try and study how the normal guard should really work.

common1.cns is like i said before, the cns containing all basic movements and damages and guard states for all mugen chars. it is in your mugen data folder


 
Omegaxis12Date: Monday, 2012-04-16, 12:20 PM | Message # 23
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yeah yeah ill check that

sorry for the disturbance

here's the new prob when i activate my guard state in flying mode and my enemy is near my character my mugen game crashes ?_?
 
sgn_15Date: Monday, 2012-04-16, 12:26 PM | Message # 24
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how do you activate your guard state? by buttons? or what?

Added (2012-04-16, 12:26 PM)
---------------------------------------------
and no it is ok. i just can't give you an answer that i am surely correct (about the guard issue) so i just gave you the best help (which is to use the already working and surely correct codes of common1.cns)


 
Omegaxis12Date: Monday, 2012-04-16, 12:31 PM | Message # 25
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i activate my guard state with buttons
 
sgn_15Date: Monday, 2012-04-16, 12:39 PM | Message # 26
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when you play mugen chars, guard usually activates automatically/naturally when the conditions below are true:
- enemy is within attacking distance from you
- enemy is indeed attacking you
- you are not in attacking state

Added (2012-04-16, 12:34 PM)
---------------------------------------------
i am still posting so wait for my continuation

Added (2012-04-16, 12:39 PM)
---------------------------------------------
so let us take a look at what i said one by one and translate into codes

Quote (sgn_15)
- enemy is within attacking distance from you

use inguarddist as trigger. it is a special trigger that means you are within the distance of being attacked by enemy

Quote (sgn_15)
- enemy is indeed attacking you

p2movetype = A

Quote (sgn_15)
- you are not in attacking state

movetype != A

and i forgot another condition for how guard activates, it is by using the holdback command, so
trigger1 = command = "holdback"

so use a changestate inside state 1900 that sends your char to guard state using the 4 triggers i mentioned above
it should automatically work once the following conditions are ALL TRUE

i also checked the common1.cns. basically just a bunch of changestates, statetypeset, changeanim and other stuff not really important as far as what you want to achieve is concerned. so yeah. don't study it anymore.


 
Omegaxis12Date: Monday, 2012-04-16, 6:10 PM | Message # 27
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i think my mistake is in cmd

is this correct?

[State -2, FlyingGuard]
type = ChangeState
triggerall = (Var(0) = 1) && (StateType = A) && (P2BodyDist Y < 20)
triggerall = (StateType = A) && (P2MoveType = A) && (P2StateType = A)
trigger1 = ((P2BodyDist X < 20) && (Ctrl)) || (stateno = 1900)
value = 1912

and will you please check if my cns is correct

state in 1900
[State -2, FlyingGuard]
type = ChangeState
value = 1912
triggerall = p2movetype = A
triggerall = Movetype != A
triggerall = inguarddist
trigger1 = command = "holdback"

state in 1912
[Statedef 1912]
type = A
physics = N
anim = 1912
sprpriority = 1

[State 1912 , FlyingGuard]
type = Velset
trigger1 = 1
x = 0
y = 0

[State -2, FlyingGuard End]
type = ChangeState
value = 1900
trigger1 = command != "holdback"
trigger2 != inguarddist
trigger3 != p2movetype = A
ctrl = 1


Message edited by Omegaxis12 - Monday, 2012-04-16, 6:12 PM
 
sgn_15Date: Monday, 2012-04-16, 6:16 PM | Message # 28
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try removing this code, remember i told you the 4 conditions, guard should activate (or i mean your char should go to flying guard state automatically when those 4 conditions are true) so your command will be just holdback (plus the 3 conditions)
Quote (Omegaxis12)
[State -2, FlyingGuard]
type = ChangeState
triggerall = (Var(0) = 1) && (StateType = A) && (P2BodyDist Y < 20)
triggerall = (StateType = A) && (P2MoveType = A) && (P2StateType = A)
trigger1 = ((P2BodyDist X < 20) && (Ctrl)) || (stateno = 1900)
value = 1912


cns should be ok from a quick look. just add movetype = I to the statedef of 1912 to make sure

then if this does not work
Quote (Omegaxis12)
[State -2, FlyingGuard End]
type = ChangeState
value = 1900
trigger1 = command != "holdback"
trigger2 != inguarddist
trigger3 != p2movetype = A
ctrl = 1

then remove all triggers and just use a simple animtime = 0

should be ok now if you do the changes i said


 
Omegaxis12Date: Monday, 2012-04-16, 6:26 PM | Message # 29
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i did what u said boss but this error always appear when my enemy attacked and i tried to block it while flying



 
N1nYoDate: Monday, 2012-04-16, 9:08 PM | Message # 30
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why use op travel to test my suggestion would be a mugen like 1.0 lo,l
 
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