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bug in changing state when the helper hit the opponent
Omegaxis12Date: Tuesday, 2012-04-24, 11:59 AM | Message # 1
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i'm such a dumbass lol LOL

so this is the situation...
when my helper hit the opponent and my character should go to another state which is to summon another helper their's a bug that i can't fix no matter how much i do it

the bug is when my helper hit p2 and my player is near p2 it changestate
but when my helper hit p2 while im in a long distance to p2 it doesn't change state

help me plss
 
sgn_15Date: Tuesday, 2012-04-24, 12:01 PM | Message # 2
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are you using redirected triggers?

 
Omegaxis12Date: Tuesday, 2012-04-24, 12:02 PM | Message # 3
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what do you mean by redirected triggers?
 
sgn_15Date: Tuesday, 2012-04-24, 12:03 PM | Message # 4
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use this in the changestate of p1

trigger1 = helper(###), movehit

it should work unless you have some conflicting triggers (which means, you have to post your codes)

Added (2012-04-24, 12:03 PM)
---------------------------------------------
replace ### with the ID of the helper


 
Omegaxis12Date: Tuesday, 2012-04-24, 12:05 PM | Message # 5
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yeah i use helper(##),movehit = 1

here is the code:
[StateDef 789]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 791
poweradd = 20

[State 789, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "Cherryblossom Leaf"
pos = 31,-53
postype = p1
ID = 2010
stateno = 2010
keyctrl = 0
ownpal = 0
supermovetime = 150
pausemovetime = 150

[State -1]
type = ChangeState
trigger1 = helper(2010),movehit = 1
trigger1 = time <= 100
value = 790
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 9
value = 0
ctrl = 1

[Statedef 2010]
type = S
movetype = A
physics = U
velset = 0,0
ctrl = 0
anim = 792

[State 2010, VelSet]
type = VelSet
trigger1 = 1
x = 1
y = 1

[State 2010, HitDef]
type = HitDef
trigger1 = animtime <= 500
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = heavy ;light,medium,hard,back,up,diagup
priority = 6,Hit
damage = 5,5
sparkno = S3000
guard.sparkno = S3100
sparkxy = 500,500
hitsound = 5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 8
ground.velocity = 0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
kill = 1

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = pos y = 10

[StateDef 790]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 1
anim = 793
poweradd = 20

[State 790, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Cherryblossom Tree"
pos = 25,0
postype = p2
ID = 2011
stateno = 2011
keyctrl = 0
ownpal = 0
supermovetime = 150
pausemovetime = 150

[State 790]
type = Changestate
trigger1 = time >= 125
value = 0
ctrl = 1

[Statedef 2011]
type = S
movetype = A
physics = U
velset = 0,0
ctrl = 0
anim = 790

[State 2011, HitDef]
type = HitDef
trigger1 = animelem = 14
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = heavy ;light,medium,hard,back,up,diagup
priority = 6,Hit
damage = 175,30
sparkno = S3000
guard.sparkno = S3100
sparkxy = 500,500
hitsound = 5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 8
ground.velocity = 0
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 0
fall = 0
down.velocity = -4,-6
down.hittime = 0
down.bounce = 0
kill = 1

[State 2011, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
value = 0
ctrl = 1


Message edited by Omegaxis12 - Tuesday, 2012-04-24, 12:05 PM
 
sgn_15Date: Tuesday, 2012-04-24, 12:10 PM | Message # 6
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Quote (Omegaxis12)
[State -1]
type = ChangeState
trigger1 = helper(2010),movehit = 1
trigger1 = time <= 1000
value = 790
ctrl = 0

that means it will trigger as soon as the helper hits, because time less than or equal to 1000 means if helper hits in the first tick, it will changestate already. is that what you want ?

then you have another changestate below that on 9th animelem. i am not sure i understood what you want to achieve

also, ctrl = 1

try something like this





Message edited by sgn_15 - Tuesday, 2012-04-24, 12:11 PM
 
Omegaxis12Date: Tuesday, 2012-04-24, 12:26 PM | Message # 7
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Quote (sgn_15)
that means it will trigger as soon as the helper hits, because time less than or equal to 1000 means if helper hits in the first tick, it will changestate already. is that what you want ?


you're right here

i tried what you suggested but it didn't change to state 790


Message edited by Omegaxis12 - Tuesday, 2012-04-24, 12:34 PM
 
sgn_15Date: Tuesday, 2012-04-24, 1:01 PM | Message # 8
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i am back

explain again when you want the player to go to state 790. i might have missed something


 
Omegaxis12Date: Tuesday, 2012-04-24, 1:04 PM | Message # 9
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hehehe

i want my char to change to 790 when my helper hit p2

but the problem was it only change to 790 when im near p2
 
sgn_15Date: Tuesday, 2012-04-24, 1:16 PM | Message # 10
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ok. so if your helper hits p2, p1 should go to 790, regardless of where p1 is on the screen

in your original codes you posted, is the 2nd changestate (to state 0) for the "if helper did not hit" situation?
Quote (Omegaxis12)
[State -1]
type = ChangeState
trigger1 = helper(2010),movehit = 1
trigger1 = time <= 100
value = 790
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 9
value = 0
ctrl = 1


try the situation where the helper did not successfully hit p2. tell me if the 2nd changestate (that i gave you) works.

and did you use any distance-related triggers in states that are related to this attack?

Added (2012-04-24, 1:16 PM)
---------------------------------------------
i don't know why it only works when p1 is near p2. if you did not used any distance-related triggers, then it should not restrict it based on distance


 
Omegaxis12Date: Tuesday, 2012-04-24, 1:16 PM | Message # 11
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Quote (sgn_15)
try the situation where the helper did not successfully hit p2. tell me if the 2nd changestate (that i gave you) works.

i tried to change my [state 0] with this and yeah it works

Quote (sgn_15)
and did you use any distance-related triggers in states that are related to this attack?

i didn't use distance related triggers both in cns and cmd

EDIT:
i used 1 sorry in destroyself

EDIT:
i tried your state again again and i found a bug in a certain distance it just repeatedly attack and attack nonstop


Message edited by Omegaxis12 - Tuesday, 2012-04-24, 1:22 PM
 
sgn_15Date: Tuesday, 2012-04-24, 1:22 PM | Message # 12
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wait. so is your problem solved? or not ?

 
Omegaxis12Date: Tuesday, 2012-04-24, 1:23 PM | Message # 13
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not yet
 
sgn_15Date: Tuesday, 2012-04-24, 1:30 PM | Message # 14
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so it is still the same problem? it only works when p1 is near p2?

 
Omegaxis12Date: Tuesday, 2012-04-24, 1:35 PM | Message # 15
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yeah still that bug

im still trying to find ways to fix this

BTW
i think i know the bug... but i dont don't how to code it

so my helper 2010 has 5 animations i want it to hit p2 once but with 5 red clsn can you tell how it is

its like when anim 1 miss, anim 2 or 3 or 4 or 5 will hit p2

because i think anim 1 only of my helper triggers my char to change to state 790


Message edited by Omegaxis12 - Tuesday, 2012-04-24, 1:43 PM
 
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