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how to detect the nearest helper?
sgn_15Date: Monday, 2012-06-04, 12:39 PM | Message # 16
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hmmm. i will try to work on something like you want to do in my char. this is a very challenging/interesting situation. i will tell you if i find some method using whatever knowledge i have now to achieve this situation.

http://www.sendspace.com/file/011a85

use it if you want


 
Omegaxis12Date: Monday, 2012-06-04, 12:51 PM | Message # 17
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oh ok

btw tnx for the sprite

oh btw what color did you use, because usually i use #fdd023 but this one is better


Message edited by Omegaxis12 - Monday, 2012-06-04, 12:54 PM
 
sgn_15Date: Monday, 2012-06-04, 2:10 PM | Message # 18
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i recolored it in photoshop. idk how to use the ff other than for converting bmp to pcx
plus ps is for specialized for recoloring shit and stuff

about the problem, i will try later


 
Omegaxis12Date: Monday, 2012-06-04, 2:17 PM | Message # 19
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oh i see im also doing that in Photoshop

Quote (sgn_15)
about the problem, i will try later

ok ok, im also fixing this biggrin


Message edited by Omegaxis12 - Monday, 2012-06-04, 6:20 PM
 
MGSSJ2Date: Wednesday, 2012-06-06, 10:15 PM | Message # 20
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It was all easy and possible until I saw this:

Quote (Omegaxis12)
yeah but the problem is how to make a velset for the lightning that comes from the bubble to travel to the nearest bubble


I never, NEVER, could learn how to do a Helper travel to a certain point in the stage u.u
Anyways, you can detect which helper A is the one closest to helper B, but they're really hard formulas.

1) You need to save in the root's variables all the IDs of the 5 Helper A. This way, you can check their positions from the lightning helper.
2) You need a formula that can give you the exact distance between 2 things. I renember using something like "ceil(playerID(ID),pos x-pos x)", but I can't renember it well (same goes for Y position).
3) Then, you need to add the absoulte values of each X and Y position, so you know which helper is most pixels away in both directions. If I'm right, it should be like this (supossing var 10 is X dist and var 11 is Y dist: "abs(var(10))+abs(var(11))"
4) And finally, after all this work, you need only to check all the 5 vars you just created to see which one is the biggest. Supossing you used vars from 21-25, just save the biggest one in the var 26.

[State 0, VarSet]
type = VarSet
trigger1 = <whatever>
v = 26
value = var(21)

[State 0, VarSet]
type = VarSet
trigger1 = <whatever>
trigger1 = var(22) > var(26)
v = 26
value = var(22)

[State 0, VarSet]
type = VarSet
trigger1 = <whatever>
trigger1 = var(23) > var(26)
v = 26
value = var(23)

...and so on.
I know there's a possible way to make a Velset that moves from a certain point to another (it was posted on Mugen Begginers' section), but I never used it since I couldn't realize how it worked. It was already set to use though, just telling which position did you want to go and at which velocity. Look for it if you want.




Message edited by MGSSJ2 - Wednesday, 2012-06-06, 10:18 PM
 
Omegaxis12Date: Thursday, 2012-06-07, 7:24 AM | Message # 21
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Quote
I know there's a possible way to make a Velset that moves from a certain point to another (it was posted on Mugen Begginers' section)


can you tell me which tread it is because I go to that section and didn't find the tread that has this

btw tnx for helping


Message edited by Omegaxis12 - Thursday, 2012-06-07, 7:25 AM
 
sgn_15Date: Thursday, 2012-06-07, 7:59 AM | Message # 22
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Quote (MGSSJ2)
I know there's a possible way to make a Velset that moves from a certain point to another (it was posted on Mugen Begginers' section), but I never used it since I couldn't realize how it worked. It was already set to use though, just telling which position did you want to go and at which velocity. Look for it if you want.

is that based on screenpos or pos or using something like posadd or posset?
btw, i checked that section. i think it is not there (the thread you mentioned that contained it)


 
MGSSJ2Date: Thursday, 2012-06-07, 10:11 AM | Message # 23
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http://mugencharacters.ucoz.com/forum/17-1128-1

That. Modifying that formula's positions (replace p2dist x and y with the other Helper's positions) will do the trick.


 
Omegaxis12Date: Thursday, 2012-06-07, 10:26 AM | Message # 24
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oh f*ck, still too complicated for someone like me wacko

Message edited by Omegaxis12 - Thursday, 2012-06-07, 10:30 AM
 
sgn_15Date: Thursday, 2012-06-07, 6:05 PM | Message # 25
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ok thanks mg. i understood the formula. but my question is,....... where did that formula came from ? from the exp to ln to square and the division and multiplication and all that shit. i guess babrico got that from a tutorial from the format of the text.

 
MGSSJ2Date: Thursday, 2012-06-07, 9:19 PM | Message # 26
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Quote (sgn_15)
ok thanks mg. i understood the formula. but my question is,....... where did that formula came from ? from the exp to ln to square and the division and multiplication and all that shit. i guess babrico got that from a tutorial from the format of the text.


Most probably. Recent programation theory I saw in school revealed to me that somehow the "(Exp(0.5*ln" part calculates some kind of raising in the formulas between the brackets.


 
sgn_15Date: Friday, 2012-06-08, 8:45 AM | Message # 27
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the exponent 0.5 is basically the same as a square root, right ?

so squareroot of e multiplied by ln of that p2dist x and y expression. still does not makes sense to me XD

null sctrl does nothing, right?


 
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