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Destroyself and clones (Read 406 times)

Started by Fixer, January 10, 2019, 10:51:46 pm
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Destroyself and clones
#1  January 10, 2019, 10:51:46 pm
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I've heard i can fix the character cloning itself bug using destroyself into the helper causing the problem but how it needs to be written to work correctly? and how do i know which helper is causing the issue?
It's not my character, it's one character i downloaded and am trying to fix, this is one of the helpers:

[State 5100, Helper]
type = Helper
trigger1 = Time = 0
trigger1 = (sysvar(1) > 14)
helpertype = normal
name = "Crater"
ID = 51000
stateno = 51000
pos = 0,0
postype = p1
facing = 1
Last Edit: January 12, 2019, 01:38:00 am by Fixer
Re: Destroyself and clones
#2  January 10, 2019, 11:31:08 pm
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 The helper probably lacks a nothitby, hitoverride or both. Juding from the parameter labels, I am sure that helper shouldn't even be hittable in the first place since it's likely a graphical FX.

ink

Re: Destroyself and clones
#3  January 11, 2019, 01:23:23 am
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When do the clones happen and is this character from a fullgame originally?

Is there a state 51000? If there is, does the animation it calls exist?
Re: Destroyself and clones
#4  January 11, 2019, 01:31:55 am
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One thing I do to kill helpers is put

[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 5 && ishelper
trigger2 = animelem = 3 && ishelper
ignorehitpause = 1

Into State 0. I don't use any helpers that should ever go into state 0, and when a clone happens, they end up in state 0. This is just a super back up. Adding it hurts nothing. You WILL see the clone for a moment, but it'll die.

If you're not sure what helper is causing this issue, how do you know what helper to post the code for?
Follow all of the states' changestates if there are any. When you get to the end add the destroyself.
If it is a helper that's used just as an explod, you may want to remove the hitboxes from the animation. If the animation is used in a second state, you should duplicate the animation and have that 2nd one not have any boxes.

Use Ctrl+D in game to cycle through the players to the helper(s).

Try to make a set up where you can reproduce the mess up. There are plenty of ways a clone can happen. We need to know as many details as possible.
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Re: Destroyself and clones
#5  January 11, 2019, 04:13:26 am
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"Odb718" i did not know about this trick, thanks, and i posted this helper at random because all the others have a similar code.

"ink" surprisingly the state 51000 did not existed (but i've done that before reading your post), then i created it and used a destroyself in the end and it worked, no more clones, i don't know if i have done it right but it worked, if someone could explain that i would be grateful.

Also it worked with another character cloning itself with a ko-flash helper.

ink

Re: Destroyself and clones
#6  January 11, 2019, 04:40:39 am
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That’s what I thought, If a helper goes into a invalid state it will create a clone. There are a few other ways too as Obd718 said.

The main reason I could see this happening is if a character was made for a full game originally and is moved to regular mugen. In a full game coders will often add onto common1.cns, making some things not work in regular mugen. If this sounds like your situation you can find all those lost state in the full games folder:data/common1.cns

Last Edit: January 11, 2019, 05:11:51 am by ink
Re: Destroyself and clones
#7  January 11, 2019, 03:44:20 pm
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ikn, saying my name wrong is a 3 day ban. :P

If the clone is constantly happening, it may be because of your character. Sometimes a custom state will switch to P2's state, but it wont exist. Same thing with animations. There are ways to make sure P2 has a custom animation and then you'd use that. If that animation doesn't exist, it will use a default animation from P1.

A lot of fireball reflection moves cause clones. Things that just make helpers disappear cause all types of issues if one or the other character isn't coded well.
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Re: Destroyself and clones
#8  January 12, 2019, 01:37:49 am
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It was being caused while hitting the opponent with the strong kick and other moves.