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Problem with this helper (Read 399 times)

Started by Marc123456789, September 14, 2019, 09:15:21 pm
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Problem with this helper
#1  September 14, 2019, 09:15:21 pm
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Hi guys.
I would like some help with this hyper I'm trying to implement.
It consists of an aerial hyper which consists of the character shooting downwards (it doesn't actually shoot projectiles but places damaging hitboxes on the ground).

Getting technical, it consists of this: When the hyper is started, it shoots down an invisible helper (marker) that when it impacts the ground, it spawns other helpers which are the damaging hitboxes with explod and everything.

But the problem is that when the marker hits the ground, it causes a standing clone of the character to appear and that's it. I've been tampering with both parts of the clone the whole afternoon but I just can't figure out what's causing this to happen. Can anybody help me out please?

Code:
;Starter
[statedef 10000]
type = A
Movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 10200
velset = 0,0

[state 10000,velset]
type = velset
trigger1 = 1
x = 0
y = 0

[state 10000, helper]
type = helper
trigger1 = animelem = 1
stateno = 10001
pos = 14,-5

;marker
[statedef 10001]
type = S
Movetype = A
Physics = A
anim = 10202

[state 10001, velset]
type = velset
trigger1 = 1
x = 10
y = 10

[state 10001, stop]
type = velset
trigger1 = pos y = 0
x = 0
y = 0

[state 10001, generate shoots]
type = helper
triggerall = pos y = 0
trigger1 = gametime%20
stateno = 10002
pos = 0+random%20,0

[state 10001, destroyself]
type = destroySelf
trigger1 = time = 100

;damaging hitboxes
[statedef 10002]
type = S
Movetype = A
physics = A
anim = 10203

[State 10002, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAD        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Miss
damage = 30,5
pausetime = 0 ,4
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = S3100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 4
air.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
sprpriority = 1
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
envshake.time = 3

[state 10002, destroyself]
type = destroySelf
trigger1 = time = 2
Re: Problem with this helper
#2  September 14, 2019, 10:55:00 pm
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Problem is the physics. Physics = A will always go into stateno 52 upon touching the ground no mattet what changestate that is used. Go for physics = N instead when using helpers or air attacks where you want a different landing state.
Re: Problem with this helper
#3  September 15, 2019, 12:08:29 pm
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But if I do that the helper will ignore the velset in state 10001 which stops it on the ground so it can proceed to spawn the attack hitboxes. That because of the physics change.
Re: Problem with this helper
#4  September 15, 2019, 12:46:09 pm
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 Use a "pos >= 0 && vel y >0" trigger for any changestate and/or destroyself you intend to activate whenever a helper touches the ground in conjunction with physics = N. Already mentioned in my previous post that physics = A will always force a character or helper into stateno 52 once they touch the ground no matter what. You can find these kind of examples of how neutral physics are applied in any character including KFM even.
Re: Problem with this helper
#5  September 15, 2019, 12:54:05 pm
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Ok, got it.
What I did was to force the marker into a changestate that triggers when it goes below y = 0 which has S physics and stays still to spawn the attack hitboxes.
Code:
[state 10001, changestate]
type = changestate
trigger1 = pos y > 0
value = 10003

[statedef 10003]
type = S
Movetype = A
Physics = S
anim = 10202

[State 10003, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

[state 10003, stop]
type = velset
trigger1 = 1
x = 0
y = 0
Re: Problem with this helper
#6  September 16, 2019, 06:59:51 pm
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Sorry if I'm abusing your knowledge or something but in this same hyper the character has horizontal movement and the idea is that the marker which spawns the attack hitboxes moves along with him but the problem is that when it is suppossed to move, the invisible target turns into a clone which uses the character's animations. This problem was already addressed in this post
http://mugenguild.com/forum/topics/controlled-helper-101758.0.html
I've tried everything here but nothing worked.
Re: Problem with this helper
#7  September 17, 2019, 01:15:19 am
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If a clone happens its because a helper has hit p1s states. Always use physics = N. Also never give clsn2 unless you want it to be hit and if you do that always use hitoverride and nothitby to make sure it is only hit by what you want.

Best not to give it ctrl or any access to cmd state changes either. Don't want the ai to combo it into the wrong states.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Problem with this helper
#8  September 17, 2019, 04:19:32 pm
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Nevermind, I figured out that the same thing can be done by simply having the character shoot individual markers which turn into red CLN's so when the character moves he will shoot the next projectiles in the new position.