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i need help for Guard,Dash and Hit code for a Flying Char
Omegaxis12Date: Tuesday, 2012-04-17, 7:08 AM | Message # 31
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ok the error is gone now

i have a new problem my flying guard doesn't use my flying guard animation (i already have my statedef of flying guard put in my animation)
instead it uses the animation of my guard while standing... after it blocked the attack of my enemy it doesn't return to flying state, instead it returned in standing state and remain on air

how should i fix this

new cns

state in 1900
;Flying Guard
[State -2, FlyingGuard]
type = ChangeState
triggerall = time > 1
triggerall = Movetype != A
triggerall = p2movetype = A
trigger1 = command = "holdback"
trigger2 = inguarddist
value = 1912

state in 1912
[Statedef 1912]
type = A
physics = N
movetype = I
anim = 1912

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

[State 1912, FlyingGuard]
type = ChangeState
trigger1 = command = "holdback"
trigger2 = inguarddist
trigger3 = animtime = 1
value = 130

[State 1912, FlyingGuard End]
type = ChangeState
value = 1900
trigger1 = command != "holdback"
trigger2 != inguarddist
trigger3 != p2movetype = A
trigger4 != Movetype != A
trigger5 = animtime = 0
ctrl = 1


Message edited by Omegaxis12 - Tuesday, 2012-04-17, 10:25 AM
 
sgn_15Date: Tuesday, 2012-04-17, 10:10 AM | Message # 32
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Quote (Omegaxis12)
i did what u said boss but this error always appear when my enemy attacked and i tried to block it while flying

so you are having infinite loops.

pls post all your codes again, both the changestate and guard state


 
Omegaxis12Date: Tuesday, 2012-04-17, 10:37 AM | Message # 33
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sir i posted it already smile the one before your last post
 
sgn_15Date: Tuesday, 2012-04-17, 10:46 AM | Message # 34
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all triggers should be trigger 1
Quote (Omegaxis12)

state in 1900
;Flying Guard
[State -2, FlyingGuard]
type = ChangeState
triggerall = time > 1
triggerall = Movetype != A
triggerall = p2movetype = A
trigger1 = command = "holdback"
trigger2 = inguarddist
value = 1912


Quote (Omegaxis12)
instead it uses the animation of my guard while standing

you might have to remove the changestate in cmd that goes to 132 or something like that (the number of a guard state)

Quote (Omegaxis12)
after it blocked the attack of my enemy it doesn't return to flying state, instead it returned in standing state and remain on air

this means the changestate to 1900 does not work... OR..... you have another changestate ABOVE the changestate to 1900... mugen reads codes top to bottom. OR you are actually in state 1900 but the animation shown and used is stance (anim 0)

also, the flying codes from the blazeinc site might have some glitches, so you are basically adding features to flying mode that should be compatible to the codes already there

ctrl+D to check your anim and state

also, try changing all the triggers here to animtime = 0
Quote (Omegaxis12)
[State 1912, FlyingGuard End]
type = ChangeState
value = 1900
trigger1 = command != "holdback"
trigger2 != inguarddist
trigger3 != p2movetype = A
trigger4 != Movetype != A
trigger5 = animtime = 0
ctrl = 1


 
Omegaxis12Date: Tuesday, 2012-04-17, 11:19 AM | Message # 35
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Quote (sgn_15)
all triggers should be trigger 1


done

Quote (sgn_15)
remove the changestate in cmd that goes to 132 or something like that


done(no more guard state in cmd in flying state)

Quote (sgn_15)
also, try changing all the triggers here to animtime = 0


done

Quote (sgn_15)
this means the changestate to 1900 does not work... OR..... you have another changestate ABOVE the changestate to 1900... mugen reads codes top to bottom. OR you are actually in state 1900 but the animation shown and used is stance (anim 0)


and about the anim=0 thingy i saw one in the flying codes but when i remove that it just ruins the flying of my character

my char still stands in the air (hahaha funny char)

i'm still doing some solutions in the code biggrin hope something will work


Message edited by Omegaxis12 - Tuesday, 2012-04-17, 11:22 AM
 
sgn_15Date: Tuesday, 2012-04-17, 11:22 AM | Message # 36
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Quote (Omegaxis12)
and about the anim=0 thingy i saw one in the flying codes but when i remove that it just ruins the flying of my character

which code? post it so i can take a look at it

Quote (Omegaxis12)
i didn't put another changestate above 1900

ok


 
Omegaxis12Date: Tuesday, 2012-04-17, 11:59 AM | Message # 37
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the defend and stand in the air thing was gone,
their's no fatal error anymore
and the blocking animation is the animation for my flying guard
but the problem is my char didn't deflect the attack of my opponent (still getting hit by the opponent)

ok here's the lasest edit i made in my flying guard:

state 1900
[State -2, FlyingGuard]
type = ChangeState
trigger1 = time > 1
trigger1 = Movetype != A
trigger1 = p2movetype = A
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 1912

state 1912
[Statedef 1912]
type = A
physics = N
movetype = I
anim = 1912

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

[State 1912, FlyingGuard]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = inguarddist
trigger2 = animtime = 1
value = 1912

[State 1912, FlyingGuard End]
type = ChangeState
value = 1900
trigger1 = animtime = 0
ctrl = 1

about the anim = 0 thing u ask here it is
[State 1900,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0


Message edited by Omegaxis12 - Tuesday, 2012-04-17, 12:07 PM
 
sgn_15Date: Tuesday, 2012-04-17, 1:01 PM | Message # 38
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Quote (Omegaxis12)
about the anim = 0 thing u ask here it is
[State 1900,fuwaEndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0

this is variable dude. this is setting the variable to zero. it is not changeanim. anyway, you have to know how and why the variable is being used.

Quote (Omegaxis12)
but the problem is my char didn't deflect the attack of my opponent (still getting hit by the opponent)

so this is the only problem as of now? i will try to look at the common1.cns and study it a bit and tell you later

so are you done with others (dash, etc) ?

Added (2012-04-17, 1:01 PM)
---------------------------------------------

Quote (Omegaxis12)
[State 1912, FlyingGuard]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = inguarddist
trigger2 = animtime = 1
value = 1912

why do you have this?

Quote (Omegaxis12)
state 1912
[Statedef 1912]
type = A
physics = N
movetype = I
anim = 1912

you already have that line lol


 
Omegaxis12Date: Tuesday, 2012-04-17, 1:11 PM | Message # 39
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Quote (sgn_15)
[State 1912, FlyingGuard]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = inguarddist
trigger2 = animtime = 1
value = 1912

why do you have this?


about this if i remove it, the animation of my flying guard will not be activated, the animation that will be shown is like frozen flying state of my char(even the wings won't move)

and i saw this is in the common1.cns
 
sgn_15Date: Tuesday, 2012-04-17, 4:54 PM | Message # 40
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including the triggers? the triggers were also from common1.cns? animtime = 1 is wrong. animtime is either negative number or zero

if you are willing, send me the char in private. but if not, i will try to make my own simple flying mode later.

Added (2012-04-17, 2:03 PM)
---------------------------------------------
http://elecbyte.com/wiki/index.php/AnimTime
^explanation of animtime. it will never have positive value

animtime = -1 means last tick of animation before animation ends

animtime = 0 means animation ends

Added (2012-04-17, 4:44 PM)
---------------------------------------------
Omegaxis12, i have made my own fly mode codes, but i did not change the values for the animations, so you can still use the animations (except for a few)

http://www.sendspace.com/file/muq67u
that is the cns. all explanations are there

my CMD is just this (remove all your fly cmd and paste this)

;---------------------------------------------------------------------------
; fly
[State -1]
type = ChangeState
value = 1800
triggerall = command = "fly"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; fly when jumping
[State -1]
type = ChangeState
value = 1900
triggerall = command = "fly"
trigger1 = statetype = A
trigger1 = ctrl

Added (2012-04-17, 4:47 PM)
---------------------------------------------
as for the guard, i have thoroughly looked at the states, there is nothing special used in guard states that make it less hittable. and try playing using any random chars, both player and AI controlled chars can really still be hit even when guarding.

and i forgot, you should delete all your flying codes first before you paste my codes.

Added (2012-04-17, 4:54 PM)
---------------------------------------------
if you want a special damage state for flying mode, just use a hitoverride

[State 0, HitOverride]
type = HitOverride
trigger1 =
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = -1
time = 1
forceair = 0
;ignorehitpause =
;persistent =

that hitoverride will send you to a new state when hit

the new state should be like this

;-------------------------------------------------------------------------
; fly damage
[Statedef #####]
type = A
movetype = H
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = ##### ;<--------------this anim should have NO blue clsn box

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -(gethitvar(damage))
kill = 1
absolute = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0 ;<-----------make this a very short timed animation, around 10 ticks. to avoid making your character not hittable for a long period of time
value = 1900 ;<------------go back to flying stance
ctrl = 0


 
Omegaxis12Date: Tuesday, 2012-04-17, 5:28 PM | Message # 41
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wow!!
tnx this is too much of a help respect

Quote (sgn_15)
as for the guard, i have thoroughly looked at the states, there is nothing special used in guard states that make it less hittable. and try playing using any random chars, both player and AI controlled chars can really still be hit even when guarding.


i have 1 question with this statement
so you want to say sir that my char can be still be damaged when in guard state when flying?

again THANK YOU respect
 
sgn_15Date: Tuesday, 2012-04-17, 6:10 PM | Message # 42
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Quote (Omegaxis12)
so you want to say sir that my char can be still be damaged when in guard state when flying?

well yeah. just play with other chars in arcade normally. don't attack while playing. just let the opponent try to attack you and hold back (guard). you will see that you can still be hit (unless your guard anims don't have blue clsn boxes)

also, i want a ts robin char for collection. is this char for public release? smile


 
Omegaxis12Date: Wednesday, 2012-04-18, 7:01 AM | Message # 43
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yeah this is for public release

ill send you my robin privately after i finish it so you'll be the one to first use it
 
sgn_15Date: Wednesday, 2012-04-18, 7:07 AM | Message # 44
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ok thanks smile

so you solved all your coding problems ?

btw for guard, if you really want to be make it less hittable, practical solution will be to decrease the size of the blue clsn, but not too much, just decrease it a little bit but should still be hittable


 
Omegaxis12Date: Wednesday, 2012-04-18, 7:24 AM | Message # 45
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i think i know the problem on my guard...
i'm missing a script like this ----> Hit back while guarding (air)

because most of the attack do knockback the opponent (all the attacked i use to test the guard do this)
i looked at the common1 for hitback while guarding (air) and their's a part their which used inguarddist so im trying to create 1 just like that


Message edited by Omegaxis12 - Wednesday, 2012-04-18, 7:27 AM
 
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