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MegaMan Zero help: Bullets (Read 1362 times)

Started by RedDragonCats17, January 05, 2019, 05:52:40 am
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MegaMan Zero help: Bullets
#1  January 05, 2019, 05:52:40 am
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Short version: The Z buster is now Samus' pea shooter beam from NES Metroid.

Long version: As you may have known, I turned Zero's standard bullets into helpers, and at first there was no difference, but after making the shield helper and using Vans' reflector system, I've began to notice some problems. The bullets disappear after they travel at a very short distance.

Here's the command:

Code:
[State -1, Buster Shot]
type = ChangeState
value = 240
triggerall = !var(10)
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = numhelper(2000) < 3
trigger1 = statetype = S
trigger1 = ctrl

And here's the code:

Spoiler, click to toggle visibilty

And here's the result (It took a while, but I've managed to get the bug to reveal itself):

https://streamable.com/jjs5f

Is this some sort of helper overflow or something what's going on?
Last Edit: January 06, 2019, 11:36:58 pm by RedDragonCats17
Re: MegaMan Zero help: Bullets
#2  January 05, 2019, 07:59:47 am
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[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = frontedgedist = -50
trigger3 = backedgedist = 50

is going to be your problem. I've had this same thing and I had to change up the destroyself to get it to work. 
vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Bullets
#3  January 05, 2019, 10:19:48 am
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What should I change in the destroyself?
Re: MegaMan Zero help: Bullets
#4  January 05, 2019, 11:12:50 am
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vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Bullets
#5  January 06, 2019, 12:04:16 am
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This is interesting. So I change the frontedgedist and backedgedist to less than, as you can see:

Code:
[State 0, DestroySelf]
type = DestroySelf
trigger1 = movehit = 1
trigger2 = frontedgedist < -50
trigger3 = backedgedist < 50

And sometimes the bullets don't fire when I fire the first few shots, but when walk or turn around, they fire just fine. Look at this.

https://streamable.com/ylvw3

What is going on?
Re: MegaMan Zero help: Bullets
#6  January 06, 2019, 09:58:47 pm
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Looks like the bullets are destroying themselves before you are able to see them. About how far away would you say the player/bullet is from the backedge in that video?

(Your triggers are working, you just need to look at it again.)

Last Edit: January 06, 2019, 10:02:04 pm by ink
Re: MegaMan Zero help: Bullets
#7  January 06, 2019, 10:22:37 pm
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I've run into the same problems in the past. If you'd like to read more
http://mugenguild.com/forum/msg.2260626
This is what I have currently in Ermac's fireball.
Spoiler, click to toggle visibilty
vVv Ryuko718 Updated 10/31/22 vVv
Re: MegaMan Zero help: Bullets
#8  January 06, 2019, 11:31:43 pm
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Okay, the bullets work properly now. Here's what I did:

Code:
[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
trigger2 = frontedgedist < -50
trigger3 = backedgedist < -50

I'll update if something else happens, but in the meantime, the thread is solved.

As I said in my Shield Boomerang, I'm gonna save the switch weapons system for last, since it's probably going to be the hardest part of this entire character. The Z Emblem still needs to be fixed, while I now have an idea on how Zero is supposed to be hit, so I hope you guys don't mind me bumping those threads.