Well, after i released my first char, chargin chuck, i noticed a little glitch where chucky, when AI-controlled, ends up "standing" in the air after an aerial move like a jumping strong punch. here's a screenshot of the glitch.i've tried several methods to fix it and nothing seems to work. i guess it's because i don't know what is causing the glitch. can anyone help me with this little problem?
or Maybe there's a move where, you forgot to say, statetype!=A, also you should check the Physics=A for jumping normal attacks it's normal to have physics=A, so they come back down without the need of velsets or a changestate.Cheers,RajaBoy
P.o.t.S. said, July 17, 2008, 09:03:26 pmCheck if those aerial moves have type=A in their Statedefs.yes, they all have type=ARajaaBoy said, July 17, 2008, 09:11:58 pmor Maybe there's a move where, you forgot to say, statetype!=A,the only moves that don't say statetype!=A are my crouching and standing attacksRajaaBoy said, July 17, 2008, 09:11:58 pmalso you should check the Physics=A for jumping normal attacks it's normal to have physics=A, so they come back down without the need of velsets or a changestate.yes, the jumping attacks all say physics=ASatou Sei said, July 17, 2008, 11:32:27 pmcheck the changestate in yoru jumping punch, most likely you are changing to 0 instead of 50.are u referring to the cns or the cmd?
He's Refering to the Cns.if you have, Physics=A then you can just loop the Animation after the attack with th Fall from Jumping up anim and use a ctrlset=1 Instead.Cheers,RajaBoy
ive had this glitch before, the problem was in one of my standing moves i never added triggerall = statetype !=Aalso make sure chuck has ctrl before doing the move.not sure if the statetype !=S is nessecary but it wouldnt hurt
RajaaBoy said, July 18, 2008, 05:18:38 amif you have, Physics=A then you can just loop the Animation after the attack with th Fall from Jumping up animhmmm...ok, i'll try that and i'll see if it worksRajaaBoy said, July 18, 2008, 05:18:38 amand use a ctrlset=1 Instead.all my jumping hits have a controlset, they look something like this:[State 620, 5]type = CtrlSettrigger1 = Time = 20value = 1
i never bother with control set, all my air attacks have is a statedef a hitdef and thats it, no need for changestate or ctrlset,this is all my air attack consits of[StateDef 650]type = Amovetype= Aphysics = Njuggle = 1ctrl = 0anim = 650poweradd = 31sprpriority = 2[State 650, StateTypeSet]type = StateTypeSettrigger1 = animelemtime(1)>0physics = A[State 200, PlaySnd]type = PlaySndtrigger1 = animelem = 1 && random <200value = 0,ifelse(random <500,1,0)volume = 150[State 200, PlaySnd]type = PlaySndtrigger1 = animelem = 1value = 250,0volume = 100[State 650, 1]type = HitDeftrigger1 = AnimElem = 2attr = A, NAdamage = 50animtype = Hardguardflag = MAhitflag = MAFpriority = 3, Hitpausetime = 5, 14sparkno = S6000+(random%4)guard.sparkno= S8010sparkxy = -25,-60HitSound = S250,1GuardSound = S55,12ground.type = Highground.slidetime = 14ground.hittime = 12ground.velocity = -7airguard.velocity = -1.9,-.8air.type = Highair.velocity = -1.4,-3air.hittime = 12
oh lol soz i forgot to take that out.......i set them all as A now....that code was from a while back where i was testing how statetype set worked and how physics = A gives gravity and N doesnt whoops
fer619 said, July 18, 2008, 08:02:28 pmRajaaBoy said, July 18, 2008, 05:18:38 amif you have, Physics=A then you can just loop the Animation after the attack with th Fall from Jumping up animhmmm...ok, i'll try that and i'll see if it worksdammit, didn't work. i looped the jumping anims but nothing changed. maybe if someone who downloaded chucky could take a close look at him and tell me what the problem could be, because i tried everything i could.
Jumping Strong Punch code:; Jump Strong Punch; CNS difficulty: easy[Statedef 620]type = Amovetype= Aphysics = Ajuggle = 4poweradd= 50ctrl = 0anim = 620sprpriority = 2[State 620, 1]type = HitDeftrigger1 = Time = 0attr = A, NAdamage = 25, 1animtype = Medguardflag = HAhitflag = HAFpriority = 3, Hitpausetime = 12, 12sparkno = 1sparkxy = 11, -19hitsound = 5, 3guardsound = 6, 0ground.type = Highground.slidetime = 17ground.hittime = 17ground.velocity = -5airguard.velocity = -1.9,-.8air.type = Highair.velocity = -3, -4air.hittime = 12[State 620, 2]type = PlaySndtrigger1 = AnimElem = 1value = 0,1volume = 0channel = 3freqmul = 1.0loop = 0pan = 0[State 620, 5]type = CtrlSettrigger1 = Time = 20value = 1in statedef -1:; Jump Strong Punch[State -1, Jump Strong Punch]type = ChangeStatevalue = 620triggerall = command = "y"trigger1 = statetype = Atrigger1 = ctrltrigger2 = stateno = 600 || stateno = 640trigger2 = movecontact
Sounds to me like the AI is trying to use a standing move (something you wouldn't do) and stopping. That code should function fine, therefore you have a random command somewhere that is allowed to activate under those conditions and that returns you to state 0.
nope, don't see anything wrong with my AI triggers. but before i post them, just one question (i'm sure cyanide won't like to hear this): i used the Elecbyte template for chucky, and i've recently heard that it's not really a good template because it's corrupted or something. could the template have anything to do with this glitch? just wondering
fighter factory has absolutely nothing to do with that glitch.i used the template, and alot of people i know have, and they have including my self have had glitches like that but that was entirely to do with the AI triggers trying to use the move in the air when it was suposed to have a standing statetype.lets see your AI triggers please..
It shouldn't be the templates fault at all.very unlikely.....if those are all of the codes pertaining to this specific moves i think it's afe to say that it's not really this moves Fault..maybe yo have a wrong movecontact somewhere, that makes him transitio into a standing state?i honestly don't see the problem if you tried all of the suggestions, one of them should atleast work. my suggestions is to to take careful look at your triggers in the moves in your cmd.I'm sure we'll get you to fix to this rather annoying issue in time Cheers,Rajaboy
blackchaos07 said, July 23, 2008, 06:48:16 pmlets see your AI triggers please..Supers and Specials:; Super Baseball Throw[State -1, Super Baseball Throw]type = ChangeStatevalue = 1100triggerall = command = "Super Baseball Throw"triggerall = power >= 1000triggerall = statetype != Atrigger1 = ctrltrigger2 = hitdefattr = SC, NA, SAtrigger2 = movecontact = 1trigger3 = stateno = 220trigger3 = MoveHit;---------------------------------------------------------------------------; Baseball Throw[State -1, Baseball Throw]type = ChangeStatevalue = 1000triggerall = command = "Baseball Throw"trigger1 = statetype != Atrigger1 = ctrltrigger2 = StateNo = 220trigger2 = MoveGuarded;---------------------------------------------------------------------------; Jumping Baseball Throw[State -1, Jumping Baseball Throw]type = ChangeStatevalue = 1010triggerall = command = "Jumping Baseball Throw"trigger1 = statetype != Atrigger1 = ctrltrigger2 = numproj = 1;---------------------------------------------------------------------------; Football Kick[State -1, Football Kick]type = ChangeStatevalue = 1020triggerall = command = "Football Kick"trigger1 = statetype != Atrigger1 = ctrltrigger2 = p2bodydist x >= 100trigger2 = p2statetype = ABasic hits:; Stand Light Punch[State -1, Stand Light Punch]type = ChangeStatevalue = 200triggerall = command = "x"triggerall = command != "holddown"trigger1 = statetype = Strigger1 = ctrl;---------------------------------------------------------------------------; Stand Strong Punch[State -1, Stand Strong Punch]type = ChangeStatevalue = 220triggerall = command = "y"triggerall = command != "holddown"trigger1 = statetype = Strigger1 = ctrltrigger2 = stateno = 200 || stateno = 240trigger2 = movecontact;---------------------------------------------------------------------------; Standing Kick[State -1, Standing Kick]type = ChangeStatevalue = 240triggerall = command = "a"triggerall = command != "holddown"trigger1 = statetype = Strigger1 = ctrl;---------------------------------------------------------------------------; Crouching Light Punch[State -1, Crouching Light Punch]type = ChangeStatevalue = 400triggerall = command = "x"triggerall = command = "holddown"trigger1 = statetype = Ctrigger1 = ctrl;---------------------------------------------------------------------------; Crouching Strong Punch[State -1, Crouching Strong Punch]type = ChangeStatevalue = 420triggerall = command = "y"triggerall = command = "holddown"trigger1 = statetype = Ctrigger1 = ctrl;---------------------------------------------------------------------------; Crouching Kick[State -1, Crouching Kick]type = ChangeStatevalue = 440triggerall = command = "a"triggerall = command = "holddown"trigger1 = statetype = Ctrigger1 = ctrl;---------------------------------------------------------------------------; Jump Light Punch[State -1, Jump Light Punch]type = ChangeStatevalue = 600triggerall = command = "x"trigger1 = statetype = Atrigger1 = ctrltrigger2 = stateno = 640trigger2 = movecontact;---------------------------------------------------------------------------; Jump Strong Punch[State -1, Jump Strong Punch]type = ChangeStatevalue = 620triggerall = command = "y"trigger1 = statetype = Atrigger1 = ctrltrigger2 = stateno = 600 || stateno = 640trigger2 = movecontact;---------------------------------------------------------------------------; Jump Kick[State -1, Jump Kick]type = ChangeStatevalue = 640triggerall = command = "a"trigger1 = statetype = Atrigger1 = ctrltrigger2 = stateno = 600trigger2 = movecontact
all i can suggest is for the moves that have, trigger1 = statetype = A, trigger1 = ctrl add a triggerall above stating triggerall = statetype !=S and vice versa for trigger1 = statetype = S, trigger1 = ctrl, add above triggerall = statetype !=Awouldnt hurt to tryand yea as raja said they're not AI commands, but are read by default AI. was that what you meant?
Quote; Jumping Baseball Throw[State -1, Jumping Baseball Throw]type = ChangeStatevalue = 1010triggerall = command = "Jumping Baseball Throw"trigger1 = statetype != Atrigger1 = ctrltrigger2 = numproj = 1It's either that, cos you can access it if jumping provided a projectile is on the screen. Or it's one of your other jumping attacks, check none of them have a changestate to 0 at the end.
blackchaos07 said, July 23, 2008, 09:34:55 pmall i can suggest is for the moves that have, trigger1 = statetype = A, trigger1 = ctrl add a triggerall above stating triggerall = statetype !=S and vice versa for trigger1 = statetype = S, trigger1 = ctrl, add above triggerall = statetype !=Awouldnt hurt to tryok, i'll try thatblackchaos07 said, July 23, 2008, 09:34:55 pmthey're not AI commands, but are read by default AI.well, yeah, my char only uses default AI, i didn't set any variables for AI or anythingCyanide said, July 23, 2008, 10:57:45 pmQuote; Jumping Baseball Throw[State -1, Jumping Baseball Throw]type = ChangeStatevalue = 1010triggerall = command = "Jumping Baseball Throw"trigger1 = statetype != Atrigger1 = ctrltrigger2 = numproj = 1It's either that, cos you can access it if jumping provided a projectile is on the screen. Or it's one of your other jumping attacks, check none of them have a changestate to 0 at the end.no, none of chucky's jumping attacks have a changestate to 0, i use ctrlset for those moves in the cns
thats weird, so you use ctrl, set so thats your problem, with ctrlset you can attak during a certain moment during the air attack like if your doing it and his pos y< 0 he gonna stay at that pos y if you do a standing light punch since you set ctrl. try using actual change states.like from the jumping football try a change state to state 50
you dont really need to have a ctrl set at the end none of my attacks do.physics,type,movetype all equaling A is really all you need,i dont even use changestate
But it's not what the problem is unless one of his jumping attacks has a type of S in the statedef. See if the jumping attacks don't have changestates, then another changestate is being activated somehow that is a standing attack. Why not see if you can achieve what the PC does? Jump, attack with each button in turn, then button mash. If he winds up standing, repeat with all your buttons until you find out what causes it. Then you can bypass it.
RajaaBoy said, July 23, 2008, 11:43:25 pmtry using actual change states.tried it.....and nothing.blackchaos07 said, July 23, 2008, 11:45:58 pmyou dont really need to have a ctrl set at the end none of my attacks do.physics,type,movetype all equaling A is really all you need,i dont even use changestatei left the codes without ctrset or changestate.....and nothingCyanide said, July 24, 2008, 12:22:05 amWhy not see if you can achieve what the PC does? Jump, attack with each button in turn, then button mash. If he winds up standing, repeat with all your buttons until you find out what causes it. Then you can bypass it.tried to "duplicate" the glitch myself, without success.thanks for all the help, but i've decided to move on with other things. besides, i left chucky as open source, so if anyone manages to fix the bug, go ahead and make a fixpatch, or let me know.
This is a really wierd issue.i don't think you should give up if you plan on creating in the future, i remember you saying this was a test sorta character and that afterwards you would make, the real deal , my point.... now is the time to fix little annoying mistakes so in the future thier just overlooked mistakes that take a second to fix. Giving up is not the spirit.not at Mugen or at everything else in your life more important than mugen. you give up now and you set a point in yourself where giving up is okay...in my opinion thats not a bad example or precedent you should set for yourself. it'll come back to haunt you.Cheers,Rajaboy
yeah, i know i shouldn't give up but it's just that i don't know what else to do, and it's discouraging. and now here's another piece of discouragement: this glitch now seems to be happening on the ground, too. now it seems that when chucky does a move like the super baseball throw, sometimes it suddenly stops right in the middle of the move and goes to its state 0, and stays stuck there. so apparently there is something here that is making chucky stop in the middle of a move, whether in the air or on the ground, and sends him to state 0 and stays stuck there.so any more ideas?
See, this is why I make a state 52 and an animation 44 for my characters.State 52 is the Jump Down state that I feel like only I use. Anim 44 is the jump down animation.AKA the characters state for when they are coming down from the air.I would suggest that instead of using that CtrlSet, make a jump down animation, put anim = (jumpdown) in state 52 statedef (state 52 should already be in the common1 if you are using it), and put one Null controller in state 52. Have him switch to state 52 after all air moves have finished their animations, and boom.
but doing that will just leave him in the Air or magically transport him to the ground.if it's happening on the ground and just going to the stand state and freezing, then maybe when it happens you can see if it gives debug spam?Cheers,RajaBoy