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Strange command reverse bug (Read 30150 times)

Started by baymanpjl, March 21, 2018, 08:08:30 am
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Strange command reverse bug
#1  March 21, 2018, 08:08:30 am
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Hi all I'm having some issues with my input commands. There
seems to be a very weird bug that is hindering my progress on
trying to make a great Mortal kombat game.  Now this bug
happends When ever I'm jumping over P2 and after I land on the
ground I hit D,F,x ("DFhp") to preform Kano's knife
uppercut,and instead he throws his knife which is D,B,x.  Also I
noticed there is a very very small hint of input lag.  Does
anyone know if there is a way to fix this.
Re: Strange command reverse bug
#2  March 21, 2018, 09:01:16 am
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Penguinz0 said:
"Oh its all happening! Everything that's ever existed is happening at once!"
Re: Strange command reverse bug
#3  March 21, 2018, 08:12:36 pm
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Thank you for the link to this could be useful.  There is some problem with it though.  For my type of engine I use state  200 for my HP (In mortal komat games it is kinda of like a medium punch but called hp in those games lol), state  210 is LP, state 220 is HK, state 225 is LK, state 230 is in close combo starting (an elbow type of move, its pretty much the heavy punch.) state 235 is the same as 230, its a combo starter pretty much the heavy kick.  State 240 is a round house move.  State 245 is for sweep kick ,state 250 is for throws.  State 400 is uppercut.  There is some other exlpods for decrease timer that seems to use numbered states that my engine is using.  It might conflict here.  The list goes on here.  I'm not quite sure how I'm going to attempt it.  But thank you for the link to this cool looking buffering system. For the time being I'm not sure if this resolved or not.




x:  90000200
y:  90000210
z:  90000220
a: 90000230
b: 90000240
c: 90000250
Last Edit: March 21, 2018, 08:15:42 pm by baymanpjl
Re: Strange command reverse bug
#4  March 21, 2018, 10:28:13 pm
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Check your state 52. Make sure there isn't anything that could be causing loops or problems for mugen to figure out.
I have had to add Turns to one or two character's state 52s so that they'd turn around. What was happening was P1 would jump over P2, and P1 wouldn't turn around. P1 would continue to look away from P2 jump after jump.

This is taken from one of the characters.

[State 52, turn]
type=turn
trigger1=anim=48&&ctrl
trigger1=command="holdup"&&p2dist x<0
persistent=0

Anim 48 was only activated because of some previous states needed a particular animation. You may or may not want this in your character(s).
vVv Ryuko718 Updated 10/31/22 vVv