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Bardock help: I'm stumped. (Read 3423 times)

Started by RedDragonCats17, August 18, 2019, 09:57:44 am
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Bardock help: I'm stumped.
#1  August 18, 2019, 09:57:44 am
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There is a reason why I'm naming the title of this thread like this, because I'm literally stumped.

I'm making a auto combo move that's supposed to trigger when Bardock is twirling and you press one of the punch buttons. I have 3 of these auto combo moves, and only one of the commands for those moves, which is the light version, works. The others don't. I don't understand it because they're literal copy-pastes of the light.

Here they are:

Spoiler, click to toggle visibilty

And here are the moves themselves.

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

I do not understand, they all look the same, but the other 2 moves will not work. What on earth is going on?
Last Edit: August 18, 2019, 12:38:25 pm by RedDragonCats17
Re: Bardock help: I'm stumped.
#2  August 18, 2019, 10:32:55 am
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Code:
;---------------------------------------------------------------------------
;Light Spinning Elbow                 <--Strong Spinning Elbow should be here
[State -1, Light Spinning Elbow]
type = ChangeState
value = 1024
triggerall = stateno = [1021, 1022]
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
 
;---------------------------------------------------------------------------
;Medium Spinning Elbow
[State -1, Medium Spinning Elbow]
type = ChangeState
value = 1029
triggerall = stateno = [1026, 1027]
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
 
;---------------------------------------------------------------------------
;Strong Spinning Elbow                 <--Light Spinning Elbow should be here
[State -1, Strong Spinning Elbow]
type = ChangeState
value = 1034
triggerall = stateno = [1031, 1032]
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl

Just switch the positions of light and strong spinning elbow in the CMD.
Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Re: Bardock help: I'm stumped.
#3  August 18, 2019, 10:50:55 am
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I've tried that and it didn't do much. Before I made the post, I realized that the numbers in the changestates were wrong, but even if I did change them, the other 2 spinning elbow states won't trigger.
Re: Bardock help: I'm stumped.
#4  August 18, 2019, 11:11:08 am
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 Does the player actually have control during stateno 1021, 1022, 1026, 1027, 1031 and/or 1032? If not, swap out "trigger1 = ctrl" with the stateno range in the triggerall above each change state and get rid of the triggerall after that.
Re: Bardock help: I'm stumped.
#5  August 18, 2019, 11:37:29 am
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It works now. That was strange, why did they not work before? They're basically different strengths of the same attack.
Re: Bardock help: I'm stumped.
#6  August 18, 2019, 11:39:21 am
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 CTRL assumes that you have control in those states like you do in walking, running, jumping, etc. If you need a changestate in statedef -1 to get out of a state, it obviously means CTRL is turned off in the state you want to get out of. Hence, trigger1 = ctrl doesn't make sense for those kind of things.
Re: Bardock help: Nulling a helper's variable and the changestate controller.
#7  August 18, 2019, 12:06:30 pm
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Huh, interesting.

Changing the subject because I neglected one other problem, and it's regarding Bardock's Justice Move. When I first do the move from a distance without hitting any opponents, nothing happens. When I hit the opponent, Bardock transforms into a Super Saiyan and does the Spirit Cannon like he should. However, after I do the move when it hits the opponent, if I do it again, Bardock will transform into a Super Saiyan, even if he didn't hit the opponent.

Deathscythe suggested that I put a parent variable in the helper and make the trigger in the change that involves the variable, and that I null the variable for the next set of states. I did put null state controllers in said states, and they did nothing. I even put a null in -2 and in the helper itself, and it didn't do anything.

How do I disable the helper's variable and the changestate using that variable?

Here's the changestate in question it's on top of the change state that forces Bardock back to state 0 if the helper doesn't connect:

Code:
[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 6 && var(30)
value = 2051
ctrl = 0

And here's the parent variable:

Code:
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
var(30) = 1
Re: Bardock help: I'm stumped.
#8  August 19, 2019, 12:14:42 am
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Code:
    && var(30)

and
Code:
    var(30) = 1
equal each other.

Stuff like that, just set the variables to 0 as soon as the state starts. You value is null when it starts. That means it doesn't even equal zero. zero means nothing, but null means there isn't even a slot to write a 0. When your move connects, it becomes a value. Then the second time the state happens, that value hasn't changed. So it acts like it hit.
Right under the StateDef do a varset to = 0 or a value that wont spawn the changestate you don't want.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Bardock help: My first infinite that's possible easy to execute.
#9  August 19, 2019, 12:45:16 am
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Alright, that one is solved, now there is one last problem. I realized that I made my first infinite with the twirl move (1020, 1025, and 1030, different strengths of the same move), and the spinning elbow, and it's possibly very easy to execute.

You've already seen the spinning elbow, so here's the twirl using the light one as a example.

Spoiler, click to toggle visibilty

How could I prevent this infinite from happening?
Re: Bardock help: I'm stumped.
#10  August 19, 2019, 09:44:00 am
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Infinites happen because of hit times. If P2 is stunned long enough that a 2nd move makes contact then the combo continues.
Basically there's 4 things you can adjust to stop an infinite from happening.
The start up time of a move until the first red box pops up.
How much stun time/distance P2 takes from the move.
How much time after the move P1 has no ctrl.
The CMD to allow you into a 2nd move.

You should know how to control 1, 3, and 4. For learning about 2, look up the hitdef and read up on all the attributes of the hit.
Stuff like
ground.slidetime = 15
;guard.slidetime = 0
ground.hittime = 15
and more.
vVv Ryuko718 Updated 10/31/22 vVv