Hi all ,I do not know why but the Run Back (BB) of my character is infinite.I checked the cmd, the state and the air file, everything seems to me in order. I do not know what the problem is.Help please.
... That's how most Runs work. Are you trying to stop when it gets to a wall? Do you want it to just be a dash?
Odb718 said, May 27, 2018, 11:36:53 pm... That's how most Runs work. Are you trying to stop when it gets to a wall? Do you want it to just be a dash? Is only dash,but the animation it keeps repeating itself indefinitely.
Sounds like the changestate at the end isn't working properly.You'll need to use debug, ctrl+D, and read what state the character is in. Probably 105. Look at the bottom and add the triggers to change states once animtime = 0
Odb718 said, May 28, 2018, 08:49:03 amSounds like the changestate at the end isn't working properly.You'll need to use debug, ctrl+D, and read what state the character is in. Probably 105. Look at the bottom and add the triggers to change states once animtime = 0It gives me an error:Library error message: Died parsing AnimElem = 0Error detected.Anim must be > 0Error parsing trigger1, 1Error parsing [State 105,End]Error in [Statedef 105]Error in vega-N.cns:223Character mugenversion is older than this version of M.U.G.E.N.Error loading chars/mbison-kofa2/mbison-kofa2.defError loading p1EDIT:I was able to solve the bug by applying a different type of run, taken from another version of M. Bison.It works well, but I did not understand what the problem was?If you want you can help me to understand why it did not work, otherwise I put solved.Let me know and thanks for the help
When an animation or a state gets stuck in a loop it's usually only cause by a few things. 1 is the state sends itself back to itself. 2 the changestate never works. 3 the animation is set to loop internally and the changestate looks for something it'll never see. All 3 of those examples it's the changestate's fault. Or the changestate could be set up so it never seems like there's a problem. There can be multiple changestates in 1 state. They can be at different locations inside the state. Like it can come before a play sound and still work. Everything in the state has to come before the next StateDef. Usually Changestates are directly above the next Statedef because it's the last thing you want to happen. Without actually seeing the animation and the state it could be 1 of more than 3 ways of being broken. But my guess would be #2. Your changestate probably didn't have the animtime = 0 at the end. You may not have even had a changestate. ButError parsing [State 105,End]End usually means ChangeState Your trigger1 seems broken from the error code.
Odb718 said, May 28, 2018, 10:39:30 pmWhen an animation or a state gets stuck in a loop it's usually only cause by a few things. 1 is the state sends itself back to itself. 2 the changestate never works. 3 the animation is set to loop internally and the changestate looks for something it'll never see. All 3 of those examples it's the changestate's fault. Or the changestate could be set up so it never seems like there's a problem. There can be multiple changestates in 1 state. They can be at different locations inside the state. Like it can come before a play sound and still work. Everything in the state has to come before the next StateDef. Usually Changestates are directly above the next Statedef because it's the last thing you want to happen. Without actually seeing the animation and the state it could be 1 of more than 3 ways of being broken. But my guess would be #2. Your changestate probably didn't have the animtime = 0 at the end. You may not have even had a changestate. ButError parsing [State 105,End]End usually means ChangeState Your trigger1 seems broken from the error code.This is the original state without change(AnimTime is 0 in Statedef 106, but image bug):[Statedef 105]type = Smovetype = Iphysics = Sanim = 105ctrl = 0velset = 0, 0[State 105,StateTypeSet]type = StateTypeSettrigger1 = AnimElem = 2statetype = Aphysics = N[State 105,VelSet]type = VelSettrigger1 = AnimElem = 2x = Const(velocity.run.back.x)y = Const(velocity.run.back.y)[State 105,VelAdd]type = VelAddtrigger1 = AnimElem = 2, > 0y = .43[State 105, VelMul]type = VelMultrigger1 = AnimElem = 2, > 0x = .95[State 191, Spray Anim P1]type = Explodtrigger1 = AnimElem = 2trigger1 = StageVar(info.author) = "water"anim = F21postype = p1pos = 0,0ownpal = 1ontop = 1bindtime = 1removetime = -2[State 100, 3]type = PlaySndtrigger1 = StageVar(info.author) = "water"trigger1 = AnimElem = 2value = f47,1[State 100, 3]type = PlaySndtrigger1 = AnimElem = 2value = F105, 0[State 105,VelAdd]type = VelSettrigger1 = AnimElem = 2, > 0trigger1 = Vel Y > 0 && Pos Y >= 0x = 0[State 106,PosSet]type = PosSettrigger1 = AnimElem = 2, > 0trigger1 = Vel Y > 0 && Pos Y >= 0y = 0[State 105,End]type = ChangeStatetrigger1 = AnimElem = 2, > 0trigger1 = Vel Y > 0 && Pos Y >= 0value = 106;------------------------ ’âŽ~[Statedef 106]type = Smovetype = Iphysics = Sanim = 106velset = 0, 0[State 191,]type = PlaySndtrigger1 = Time = 0value = f47,0+(StageVar(info.author) = "water")[State 106, 3];С»Ò³¾type = GameMakeAnimtriggerall = StageVar(info.author) != "water"trigger1 = Time = 2value = 125pos = -5,-2under = 0spacing = 1[State 0];Сˮ»¨type = GameMakeAnimtriggerall = StageVar(info.author) = "water"trigger1 = Time = 1value = 21pos = 0, 0under = 0[State 101,End]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1CMD (Without change):[Command]name = "BB";Required (do not remove)command = B, Btime = 10;RunBack[State -1]type = ChangeStatevalue = 105trigger1 = Command = "BB" && StateType = S && Ctrl
hey I dont know if you still have this problem, but i have the same issue, I see you fixed it alreadybut if you want to fix the code here it ischange the code from[State 105,VelAdd]type = VelAddtrigger1 = AnimElem = 2, > 0y = .43[State 105, VelMul]type = VelMultrigger1 = AnimElem = 2, > 0x = .95to[State 105,VelAdd]type = VelAddtrigger1 = AnimElem = 2, > 0y = .43 > 0[State 105, VelMul]type = VelMultrigger1 = AnimElem = 2, > 0x = .95[State 105,End]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1so apparently the code has no end, and when you ' jump back', the char will kinda floating and keep geting higher as you run back.that's it and sorry for bad english
You said stuck in animation right. Does 106 actually have an animation. Or is it the continuation of a looping one from 105.And jesus thats old. Nothing uses gamemakeanim any more.
yes, it does looping cuz it ends wrong, he fixes it by change the code with other one, I just try to fix the code