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Run Back infinite bug (Read 1701 times)

Started by CyraxXXi, May 27, 2018, 10:35:49 pm
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Run Back infinite bug
#1  May 27, 2018, 10:35:49 pm
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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.



Re: Run Back infinite bug
#2  May 27, 2018, 11:36:53 pm
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... 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?
vVv Ryuko718 Updated 10/31/22 vVv
Re: Run Back infinite bug
#3  May 27, 2018, 11:49:44 pm
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... 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.
Re: Run Back infinite bug
#4  May 28, 2018, 08:49:03 am
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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
vVv Ryuko718 Updated 10/31/22 vVv
Re: Run Back infinite bug
#5  May 28, 2018, 02:04:38 pm
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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




It gives me an error:

Library error message: Died parsing AnimElem = 0

Error detected.

Anim must be > 0
Error parsing trigger1, 1
Error parsing [State 105,End]
Error in [Statedef 105]
Error in vega-N.cns:223
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/mbison-kofa2/mbison-kofa2.def
Error loading p1


EDIT:

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
Last Edit: May 28, 2018, 02:37:01 pm by CyraxXXi
Re: Run Back infinite bug
#6  May 28, 2018, 10:39:30 pm
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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. But
Error parsing [State 105,End]
End usually means ChangeState
Your trigger1 seems broken from the error code.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Run Back infinite bug
#7  May 29, 2018, 02:23:04 pm
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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. But
Error 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 = S
movetype = I
physics = S
anim = 105
ctrl = 0
velset = 0, 0

[State 105,StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 2
statetype = A
physics = N

[State 105,VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = Const(velocity.run.back.x)
y = Const(velocity.run.back.y)

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .43

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 191, Spray Anim P1]
type = Explod
trigger1 = AnimElem = 2
trigger1 = StageVar(info.author) = "water"
anim = F21
postype = p1
pos = 0,0
ownpal = 1
ontop = 1
bindtime = 1
removetime = -2

[State 100, 3]
type = PlaySnd
trigger1 = StageVar(info.author) = "water"
trigger1 = AnimElem = 2
value = f47,1

[State 100, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = F105, 0

[State 105,VelAdd]
type = VelSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
x = 0

[State 106,PosSet]
type = PosSet
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
y = 0

[State 105,End]
type = ChangeState
trigger1 = AnimElem = 2, > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 106

;------------------------ ’âŽ~
[Statedef 106]
type = S
movetype = I
physics = S
anim = 106
velset = 0, 0

[State 191,]
type = PlaySnd
trigger1 = Time = 0
value = f47,0+(StageVar(info.author) = "water")

[State 106, 3];С»Ò³¾
type = GameMakeAnim
triggerall = StageVar(info.author) != "water"
trigger1 = Time = 2
value = 125
pos = -5,-2
under = 0
spacing = 1

[State 0];Сˮ»¨
type = GameMakeAnim
triggerall = StageVar(info.author) = "water"
trigger1 = Time = 1
value = 21
pos = 0, 0
under = 0

[State 101,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

CMD (Without change):

[Command]
name = "BB";Required (do not remove)
command = B, B
time = 10

;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = Command = "BB" && StateType = S && Ctrl
Re: Run Back infinite bug
#8  January 03, 2020, 07:21:27 pm
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hey I dont know if you still have this problem, but i have the same issue, I see you fixed it already
but if you want to fix the code here it is
change the code from

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .43

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

to

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 2, > 0
y = .43 > 0

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 2, > 0
x = .95

[State 105,End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

so 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
Re: Run Back infinite bug
#9  January 04, 2020, 09:33:51 am
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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.


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Re: Run Back infinite bug
#10  January 04, 2020, 11:37:45 pm
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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 :)