Can Anyone Explain Me A Helper Code
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Leo116 | Date: Saturday, 2012-05-26, 5:25 PM | Message # 1 |
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| Please explain a helper code to me.
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sgn_15 | Date: Saturday, 2012-05-26, 5:48 PM | Message # 2 |
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| [State 0, Helper] type = Helper trigger1 = helpertype = normal ;player name = ID = stateno = pos = 0,0 postype = p1 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 supermove pausemove size.xscale = 1.0 size.yscale = 1.0 ;ignorehitpause = ;persistent =
that is the helper sctrl for calling helper
helpers can do many things, but you need a new state for the helper (stateno there^)
whatever the helper will do (attack, for changing how an effect looks, support chars, etc) will be done inside the helper state
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Leo116 | Date: Saturday, 2012-05-26, 5:58 PM | Message # 3 |
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| Sorry I wanted it to be an attack like fire ball attack.
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sgn_15 | Date: Saturday, 2012-05-26, 6:11 PM | Message # 4 |
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| well for attacks, just call a helper, say in your char's state 200, you call helper state 201
then make a new state 201, just put a hitdef there and it should attack.
you want movement, add velset or veladd inside the helper state
btw, i forgot, look up destroyself state controller it is specifically for helpers, for destroying (meaning making them disappear) helpers
remember, a helper may be not seen in the mugen screen, but if you don't destroy it, it is still there. the more helpers, the slower mugen will become.
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Leo116 | Date: Saturday, 2012-05-26, 6:14 PM | Message # 5 |
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| How do i don't let my attack to dissapear in a projectile code. I want the attack to pass away from the opponent but the attack should hit the opponent.
Message edited by Leo116 - Saturday, 2012-05-26, 6:15 PM |
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sgn_15 | Date: Saturday, 2012-05-26, 6:23 PM | Message # 6 |
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| hmmm.. if i remember correctly, projectile codes really works like that, but i am not sure (since I have always used helper codes for projectiles ever since i learned about helpers). remember your other thread? i told you helper is better than proj code. i will explain why. the trigger you used for destroyself practically gives you more control on when you want to make the helper disappear.
type = destroyself trigger1 = movecontact ^that is how projectiles usually work
type = destroyself trigger1 = screenpos X != [0,320] ^that means the projectile helper will disappear only when it goes off-screen (of course you need the helper to act like a projectile, meaning it is moving, for it to possibly go offscreen)Added (2012-05-26, 6:23 PM) --------------------------------------------- btw yeah i am telling you to use helper to fix what you want to fix.
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Leo116 | Date: Saturday, 2012-05-26, 6:25 PM | Message # 7 |
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| Yeah but I have tried the helper code many times but it didn't work.
Message edited by Leo116 - Saturday, 2012-05-26, 6:26 PM |
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sgn_15 | Date: Saturday, 2012-05-26, 6:28 PM | Message # 8 |
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| well you can post your char state calling the helper and the helper state itself
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Leo116 | Date: Saturday, 2012-05-26, 6:38 PM | Message # 9 |
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| This is my helper code:
Code [StateDef 1307] type = S movetype = A physics = S juggle = 0 anim = 1307 ctrl = 0
[State 1307, SuperPause] type = SuperPause trigger1 = AnimElem = 1 time = 40 anim = S998 pos = 5,45 darken = 1 p2defmul = 0 poweradd = 0 unhittable = 1 ;ignorehitpause = ;persistent =
[State 1307, Helper] type = Helper trigger1 = animelem = 8 ID = 1308 pos = 8,-20 postype = p1 stateno = 1308 helpertype = normal name = "Fire Ball" keyctrl = 0 ownpal = 1 scale = 3,3 supermovetime = 1
[State 1307, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1
[StateDef 1308] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1308 poweradd = -1500 sprpriority = 2
[State 1308, HitDef] type = HitDef trigger1 = time%2 attr = S, NA damage = 7 animtype = heavy guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 2, 20 sparkno = s35 sparkxy = -5, -30 hitsound = 2,0 guardsound = 2,0 ground.type = Low ground.slidetime = 5 ground.hittime = 12 ground.velocity = 0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 air.hittime = 12 fall = 1
[State 1308, end] type = destroyself trigger1 = Time = 80 value = 0 ctrl = 1
I tried it but just the superpause shows up and my player takes the stance of releasing the special but nothing happens then.
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sgn_15 | Date: Saturday, 2012-05-26, 6:42 PM | Message # 10 |
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| hmmm. things to check - do you have the anim 1308 existing ? - are you calling the helper during superpause? add these to your helper sctrl
supermovetime = 9999999999999 pausemovetime = 9999999999999
like this
[State 1307, Helper] type = Helper trigger1 = animelem = 8 ID = 1308 pos = 8,-20 postype = p1 stateno = 1308 helpertype = normal name = "Fire Ball" keyctrl = 1 ownpal = 1 scale = 3,3 supermovetime = 9999999999999 pausemovetime = 9999999999999
try that first
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Leo116 | Date: Saturday, 2012-05-26, 6:48 PM | Message # 11 |
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| Quote (sgn_15) hmmm. things to check - do you have the anim 1308 existing ?
Yes I have anim 1308 existing.
Quote (sgn_15) supermovetime = 9999999999999 pausemovetime = 9999999999999
try that first
Tried it didn't work. Nothing is appearing after the superpause.
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sgn_15 | Date: Saturday, 2012-05-26, 6:52 PM | Message # 12 |
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| try either of these 2 or both - remove the superpause then try if you can see the helper in the game - set your helper scale to 1,1 then try
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Leo116 | Date: Saturday, 2012-05-26, 6:58 PM | Message # 13 |
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| Nothing is appearing, If you think that there is a problem with animation or sprites then its wrong. I tried this attack using projectile code and it worked.
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sgn_15 | Date: Saturday, 2012-05-26, 7:01 PM | Message # 14 |
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| from what i can see, i am really confused why your codes do not work. they seem correct completely
i am trying to be patient and see what else i may have overlooked that makes the helper to not work
keyctrl = 0
change that to 1 and try again
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Leo116 | Date: Saturday, 2012-05-26, 7:06 PM | Message # 15 |
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| Nope, Its not working.
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