bug in changing state when the helper hit the opponent
sgn_15 Date: Tuesday, 2012-04-24, 1:56 PM | Message # 16
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helper(2010),animtime = 0 should have taken care of that. as long as helper hits p2, and its animtime = 0 and also p1's animatime = 0, p1 should go to state 790 try this ;when hit successful [State -1] type = ChangeState trigger1 = helper(2010),movehit && helper(2010), animtime = 0 && animtime = 0 value = 790 ctrl = 1 ;when helper hit NOT successful (blocked/guarded) or helper's attack is dodged [State -1] type = ChangeState trigger1 = helper(2010),movehit = 0 && helper(2010), animtime = 0 && animtime = 0 value = 0 ctrl = 1
Omegaxis12 Date: Tuesday, 2012-04-24, 2:14 PM | Message # 17
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i tried it also but the bug like before about continues attack without stop is happening
sgn_15 Date: Tuesday, 2012-04-24, 2:17 PM | Message # 18
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Quote (Omegaxis12 )
about continues attack without stop is happening
huh? i thought the problem was about p1's changestate? then the new problem is about the helper not destroying?
Omegaxis12 Date: Tuesday, 2012-04-24, 2:23 PM | Message # 19
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hmmm, i think u misinterpret me.... their are two bugs occuring 1. is the original bug about p1 changestate<--- this occurs because of my code 2. is because of the code you gave me<----- this one is not about helper not destroying its about my char summoning my helper(2010) non stop BTW... would you like me to send you my char for two reasons for you to test my beta and for you to see the bug
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 2:29 PM
sgn_15 Date: Tuesday, 2012-04-24, 2:29 PM | Message # 20
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calling the helper non-stop? hmmm... post again all states's codes here. the codes you have now.
Omegaxis12 Date: Tuesday, 2012-04-24, 2:31 PM | Message # 21
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[StateDef 789] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 791 poweradd = -1000 [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 ;when hit successful [State -1] type = ChangeState trigger1 = helper(2010),movehit && helper(2010), animtime = 0 && animtime = 0 value = 790 ctrl = 1 ;when helper hit NOT successful (blocked/guarded) or helper's attack is dodged [State -1] type = ChangeState trigger1 = helper(2010),movehit = 0 && helper(2010), animtime = 0 && animtime = 0 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 <= 1000 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 = 180,30 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 here it is
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 2:32 PM
sgn_15 Date: Tuesday, 2012-04-24, 5:49 PM | Message # 22
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ok i will try the codes myself in one of my chars now. wait for it
Omegaxis12 Date: Tuesday, 2012-04-24, 6:10 PM | Message # 23
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This time i'm pretty sure what the bug is... i tested my helper with different velocity and it works in longer range I think this bug is funny the bug is when the helper hit p2's lower body (waist to feet) it didn't changestate but when it hit the upper body of p2 it changestate FUNNY BUG what to you think sir
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 6:16 PM
sgn_15 Date: Tuesday, 2012-04-24, 6:22 PM | Message # 24
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ok i have fixed it. - i tried it in my char using the same numbers for states and anims, your codes are messy - i told you already that animtime values are either ZERO or NEGATIVE NUMBERS why do you have animtime <= 1000 as trigger of your hitdef? sample explanation: animtime = 0 means END OF ANIMATION animtime = -5 means it will trigger when the 5TH TICK (counting from the last tick) is reached - destroyself does not have a parameter called ctrl I removed it changestate has ctrl, destroyself does not have ctrl - pos (both x and y) are positions and you CAN'T use pos y = # or pos x = # they are TOO SPECIFIC. that is why they will not work most of the time. if you used pos y = 10 for helper or player, the sctrl will only work if the helper/player is EXACTLY on 10 pos y you need to use > or < or >= or <= samples of what you can use: pos y >= 10 pos y > 10 pos y <= 10 pos y < 10 also, pos has FLOAT value, not integer value i will post the codes now Time increases by 1 every tick. so for your time >= 125 trigger, you can just use time = 125. time in mugen works the same as time in real life. it adds 1 to the time every tick that passes. so for time trigger, you can use = only and it should be fine. the > or < I mentioned is for pos onlyAdded (2012-04-24, 6:20 PM) ---------------------------------------------
;--------------------------------------------------------------------------- [StateDef 789] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 789 poweradd = 1000 [State 789, Helper] type = Helper trigger1 = animelem = 5 helpertype = normal ;player name = "Cherryblossom Leaf" pos = 31,-53 postype = p1 ID = 2010 stateno = 2010 keyctrl = 1 ownpal = 1 supermovetime = 150 pausemovetime = 150 ;when hit successful [State -1] type = ChangeState triggerall = numhelper(2010) > 0 trigger1 = helper(2010),movehit value = 790 ctrl = 1 ;when helper hit NOT successful (blocked/guarded) or helper's attack is dodged [State -1] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 2010] type = S movetype = A physics = U velset = 0,0 ctrl = 0 anim = 2010 [State 2010, VelSet] type = VelSet trigger1 = 1 x = 1 y = 1 [State 2010, HitDef] type = HitDef trigger1 = timemod = 2,0 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 = 25,5 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 = 790 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 = Animtime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- [Statedef 2011] type = S movetype = A physics = N velset = 0,0 ctrl = 0 anim = 2011 [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 = 180,30 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
Added (2012-04-24, 6:22 PM) ---------------------------------------------
Quote (Omegaxis12 )
i tested my helper with different velocity and it works in longer range
no. that probably is because of your time or pos triggers Quote (Omegaxis12 )
the bug is when the helper hit p2's lower body (waist to feet) it didn't changestate but when it hit the upper body of p2 it changestate
there is no such thing as lower body or upper body in mugen lol. mugen does not detect it unless you specify it by adding the constants, but it is definitely not what you said as the source of the error
Omegaxis12 Date: Tuesday, 2012-04-24, 6:29 PM | Message # 25
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i know that's funny LOL i tested your code but i think their's an error it's not attacking but the poweradd is working im currently looking for the error EDIT: ok found the error the anim silly me hahha BTW the bug is still their
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 6:37 PM
sgn_15 Date: Tuesday, 2012-04-24, 6:34 PM | Message # 26
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you have to adjust your anims. i made the numbers for states and anim THE SAME. i also changed the poweradd because i was trying the move and i needed to try it again and again so the poweradd thingy (plus the power requirement on my own cmd) is a pain in the ass while trying the move again and again Quote (Omegaxis12 )
it's not attacking but the poweradd is working
what is not attacking?
Omegaxis12 Date: Tuesday, 2012-04-24, 6:37 PM | Message # 27
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yeye the anim ahhaha their's still the bug sir
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 6:37 PM
sgn_15 Date: Tuesday, 2012-04-24, 6:41 PM | Message # 28
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so the 2 problems should be solved by nowAdded (2012-04-24, 6:41 PM) --------------------------------------------- btw do you have a youtube? i can add you in youtube XD
Added (2012-04-24, 6:41 PM) ---------------------------------------------
Quote (Omegaxis12 )
their's still the bug sir
what?
Omegaxis12 Date: Tuesday, 2012-04-24, 6:43 PM | Message # 29
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yeye the funny bug i wish i could upload the video of the bug... but my internet connection is a shity right now
Message edited by Omegaxis12 - Tuesday, 2012-04-24, 6:44 PM
sgn_15 Date: Tuesday, 2012-04-24, 6:45 PM | Message # 30
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Quote (Omegaxis12 )
the funny bug
what? be more specific