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AI [state - 1] projectile question? (Read 1864 times)

Started by mug3nM8n, February 08, 2008, 02:31:35 pm
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AI [state - 1] projectile question?
#1  February 08, 2008, 02:31:35 pm
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hey i would like to know how to make my character use his projectile more if anybody could reccomend some triggers   here is my code. var(5) = 1 is my AI trigger i have imput all the nessecary commands and set the variable trigger, but i just want to see him use this move alot more any tips?

[State -1, AI]
type = ChangeState
value = 777 ;plasma blast
triggerall = var(5)=1 && roundstate = 2 && statetype !=A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (enemy,vel y>-1)
triggerall = p2statetype = A
triggerall =  ctrl
trigger1 = p2bodydist x > 160 && random < 11
Re: AI [state - 1] projectile question?
#2  February 08, 2008, 02:47:19 pm
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you have random<11, and random gives a number between  and 1000, so the chances of it coming out is very low.

Change it to something like random<250
Re: AI [state - 1] projectile question?
#3  February 08, 2008, 03:02:59 pm
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ok thank you ill try that
Re: AI [state - 1] projectile question?
#4  February 08, 2008, 03:07:43 pm
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you have random<11, and random gives a number between  and 1000, so the chances of it coming out is very low.
That's true, however this trigger is being checked 60 times a second.
250 is an unreasonably high number by comparison.  It's almost guaranteed to go off in less than ten frames, this gives the AI a ridiculously high and consistent reaction speed.
Re: AI [state - 1] projectile question?
#5  February 08, 2008, 03:54:11 pm
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Yeah, true.

Also :
Quote
triggerall = (enemy,vel y>-1)
This trigger means the ennemy is jumping. I don't see why the char would be performing his projectile only if the ennemy is in the air (unless it's a diagonal projectile, in which case p2bodydist Y would be a better choice).
Re: AI [state - 1] projectile question?
#6  February 08, 2008, 09:58:05 pm
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More accurately, enemy is jumping up, if enemy is static, or beginning his descent, then that trigger won't count either.

Ignore that it's wrong, wasn't reading properly.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Last Edit: February 09, 2008, 12:07:39 am by [C]yanide

hjk

Re: AI [state - 1] projectile question?
#7  February 08, 2008, 10:05:43 pm
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Also :
Quote
triggerall = (enemy,vel y>-1)
This trigger means the ennemy is jumping. I don't see why the char would be performing his projectile only if the ennemy is in the air (unless it's a diagonal projectile, in which case p2bodydist Y would be a better choice).
More accurately, enemy is jumping up, if enemy is static, or beginning his descent, then that trigger won't count either.
Is that what it means?
I thought the enemy would be in his/her descent if the yvel was greater than 0/-1.
I could be wrong, but I thought the 'less thans [less than 0s]' were rising, and 'greater thans [greater than 0s; in the case of -1 static or more]' the enemy is falling.
I believe that was in the Docs, but I can't remember now... checking.


Edit:
CNS Docs:
Quote
4. Position, velocity and acceleration
...
A Y-position of zero is at ground level. As the player's Y-position gets larger he moves downwards. For example, a negative Y-position means he is in the air.
...
A player with positive Y-velocity is moving downward, and a negative Y-velocity means he is moving up.
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Last Edit: February 08, 2008, 10:15:07 pm by Vexl Valentine
Re: AI [state - 1] projectile question?
#8  February 08, 2008, 11:07:09 pm
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It's even true when the opponent is standing on the ground.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.
Re: AI [state - 1] projectile question?
#9  February 09, 2008, 12:07:19 am
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Oh sorry, got it backwards, oops.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

hjk

Re: AI [state - 1] projectile question?
#10  February 09, 2008, 12:57:31 am
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Oh sorry, got it backwards, oops.
I used to have a real problem with that.
I never understood why it was necessary for Mugen to be set up that way, but its not my place to complain  :S.
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Re: AI [state - 1] projectile question?
#11  February 09, 2008, 12:58:10 am
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Re: AI [state - 1] projectile question?
#12  February 09, 2008, 01:00:43 am
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  • I am the eye of the storm to come!
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I'm going to be ridiculed for that aren't I...

You're all bastards!!!!!!!!!  :P


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

hjk

Re: AI [state - 1] projectile question?
#13  February 09, 2008, 01:03:32 am
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I'm going to be ridiculed for that aren't I...

You're all bastards!!!!!!!!!  :P
I still love you Cyanide  :-*
*BIG HUGZIZEZ*

[size=5pt]You haven't tampered with Mugen for a while so it's perfectly OK[/size]
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Re: AI [state - 1] projectile question?
#14  February 09, 2008, 01:14:15 am
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I'm going to be ridiculed for that aren't I...

You're all bastards!!!!!!!!!  :P
nah, i was laughing at the tought of an ai trying to shoryuken a character with a Y vel of 0, as byakko
pointed out.
Re: AI [state - 1] projectile question?
#15  February 09, 2008, 01:25:38 am
  • *
can AI be coded in the state -3  as well as -1 ?

because i followed advice  by adding


[State -3, StandGuard]
type = ChangeState
triggerall = (Var(5) = 1) && (StateType = S) && (Pos Y >= 0) && (P2BodyDist Y <= 0)
triggerall = (P2BodyDist Y >= -120) && (P2StateType != C) && (P2MoveType = A)
trigger1 = (P2BodyDist X <= 120) && (Random <= 799) && (Ctrl)
trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105])
value = 130

[State -3, CrouchGuard]
type = ChangeState
triggerall = (Var(5) = 1) && (StateType != A) && (Pos Y >= 0) && (P2BodyDist Y <= 0)
triggerall = (P2BodyDist Y >= -50) && (P2StateType = C) && (P2MoveType = A)
trigger1 = (P2BodyDist X <= 120) && (Random <= 799) && (Ctrl)
trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105])
value = 131

[State -3, AirGuard]
type = ChangeState
triggerall = (Var(5) = 1) && (StateType = A) && (Pos Y < 0) && (P2BodyDist Y >= -120)
triggerall = (StateType = A) && (P2MoveType = A)
trigger1 = ((P2BodyDist X <= 120) && (Ctrl)) || (StateNo = [140, 155])
value = 132

does that mean you can code AI moves in state -3 then? optionally instead of state -1

hjk

Re: AI [state - 1] projectile question?
#16  February 09, 2008, 01:36:06 am
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Spoiler, click to toggle visibilty
If I remember correctly, it all depends on where you define it.
You must define [state -3]  (    [statedef -3]    ) seperately from everything else and make sure the char doesn't already have that state defined soemwhere else. Then you can place all of the code you want under [state -3] (hopefully the actual filetype you save it as isn't anal).



I'm going to be ridiculed for that aren't I...
You're all bastards!!!!!!!!!  :P
nah, i was laughing at the tought of an ai trying to shoryuken a character with a Y vel of 0, as byakko
pointed out.
I didn't even think of that :laugh4:
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Re: AI [state - 1] projectile question?
#17  February 09, 2008, 02:33:41 am
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What do you mean haven't tampered, i'm making a character right now. My reading comprehension was well below average there.


Yes you can code in state -3, you can also code in state -2

Just remember if you have a movetype = H counter anywhere if it's in state -3 it won't trigger if you're put into a custom state. Also if you're using state -2 you must have the trigger roundstate = 2 or else you continue fighting when the match is over, for a little while anyway. (or sometimes when you're dead)


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: AI [state - 1] projectile question?
#18  February 09, 2008, 03:03:12 am
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lol i can just picture that trying to fight while dead...... in the lie down state punching the air lol

is it possible to make a character good without AI? (mine will have AI)
reason im asking is because theres this character called eric(looks like ken from SF and wears light blue)
i was browsing through his .cns file and .cmd file and noticed there wasnt any AI atall, and he fights quite good in watch mode...not the best but he fights ok. But i guess if u want your character to fight like evilryu evilken ect you need AI right?
Re: AI [state - 1] projectile question?
#19  February 09, 2008, 04:04:48 am
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If you want your character to fight on the wrong side of cheapness, then yes you need an AI. If you want your character to fight well, to a certain extent taking the impossible AI commands method, but applying them to your basic moves will make the mugen AI use them a little more. Psycho Shredder works on this theory and he has no AI, he just spams his moves because he's got lots to choose from.

Ie

move1 name = "attack"
command = QCFb

move2name = "attack"
command = abcxyzFBFBFBF

will allow that move to come out twice as often, but doesn't need AI. Not sure how effective it is really as it's not widely used (in fact, it's only in psycho shredder as far as i know and it works well there)


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

hjk

Re: AI [state - 1] projectile question?
#20  February 09, 2008, 01:25:00 pm
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What do you mean haven't tampered, i'm making a character right now. My reading comprehension was well below average there.
:rofl:
I'm just playing ^_^

is it possible to make a character good without AI? (mine will have AI)
reason im asking is because theres this character called eric(looks like ken from SF and wears light blue)
i was browsing through his .cns file and .cmd file and noticed there wasnt any AI atall, and he fights quite good in watch mode...not the best but he fights ok. But i guess if u want your character to fight like evilryu evilken ect you need AI right?
If you want your character to fight on the wrong side of cheapness, then yes you need an AI. If you want your character to fight well, to a certain extent taking the impossible AI commands method, but applying them to your basic moves will make the mugen AI use them a little more. Psycho Shredder works on this theory and he has no AI, he just spams his moves because he's got lots to choose from.
Ie
move1 name = "attack"
command = QCFb
move2name = "attack"
command = abcxyzFBFBFBF
will allow that move to come out twice as often, but doesn't need AI. Not sure how effective it is really as it's not widely used (in fact, it's only in psycho shredder as far as i know and it works well there)
In addition to what Cyanide said, this is a funny little bit of (I guess semi-ignorant) info. The default AI has a tendency to go directly into your character's power charge state. When a character doesn't have that, the default AI usually appears decent, especially on smaller stages, and can even make your char seem as though it has AI. 
The thing that still baffles me about the default AI is that I don't understand just how it always seems to want to charge no matter what you label your states as  :S . I might be the simplicity of the command triggers, but that still makes me question why basics wouldn't override the charge?
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Re: AI [state - 1] projectile question?
#21  February 09, 2008, 03:07:55 pm
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so are you saying characters with a power charge move that dont have AI arent so good than with characters who have no powercharge and no AI?

(sorry if i totally didnt understand that bit lol i had a late night:P)

hjk

Re: AI [state - 1] projectile question?
#22  February 09, 2008, 03:10:36 pm
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so are you saying characters with a power charge move that dont have AI arent so good than with characters who have no powercharge and no AI?

(sorry if i totally didnt understand that bit lol i had a late night:P)
You understood it well  :2thumbsup:
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Re: AI [state - 1] projectile question?
#23  February 09, 2008, 03:49:54 pm
  • *
lol my character has a powercharge move :-\    although i want to code AI for it, im sorta in 2 minds because of seeing a few characters with no AI coding being effective.....im not really a fan of cheap characters, i prefer beating them :ninja: but it would be nice to see my character in watch mode fight a little better(he isnt complete at the moment) would you say (without AI) simple triggers for the moves have more effect than lots of triggeralls and trigger1 2 3 ect because the default triggers on say a strong kick get used more than a special move with lots of triggers??, ill also try out the multiple and impossible commands for cpu usage also.

one other question is........do you think its a good idea if you dont want full AI coding to mix a bit, like use no AI for alot of moves that get used anyway, and just to make the character a little more smart code AI for his jumps and air attacks ect....because on the default AI it seems the character jumps around way too much
Re: AI [state - 1] projectile question?
#24  February 09, 2008, 10:29:51 pm
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I think AI uses the powercharge because it gives you power. Soon as the CPU realises it's getting power from the attack, it sits itself in it. If it can't sit in an attack where it gains power, well it has to choose something different.

Thats a guess though. I would now, lock charging off to only while p2 is in state 5110 or 5120.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: AI [state - 1] projectile question?
#25  February 09, 2008, 10:34:24 pm
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ok thanks for the advice

hjk

Re: AI [state - 1] projectile question?
#26  February 10, 2008, 06:00:11 am
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Lordy, I was going to reply to this then my computer started spazming.
Anyway, I'm not quite sure I understood what you were getting at, but from what I have so far, my reply would be as follows:

would you say (without AI) simple triggers for the moves have more effect than lots of triggeralls and trigger1 2 3 ect
I wouldn't say it would be the amount of triggers in the chars, more than I would say it is what is in the triggers themselves.
Take these two characters, warusaki3's Guile and Juni, and put them in watch mode and they might appear as though they have AI (even beppu was fooled [size=5pt](even though I don't like his codin. I just used him as an example because he's the only "AI-coder" I've seen actually ranking AIs).[/size] Both those chars have a lot of triggers and still look great AI-wise.

because the default triggers on say a strong kick get used more than a special move with lots of triggers??, ill also try out the multiple and impossible commands for cpu usage also.
That is something that, in a way, has confused me. I had wondered for a long time. "if mugen itself can perform a multitude of commands (a,b,c,x,y,z,up,down, etc) in a single tick, why don't only basics come out of the default AI [assuming that the default AI operated off of random sets of commands rather than something else).
I learned later that there was a little something I like to call "trigger dominance" that came into play.
E.G. You can code state 200 for a command "b" at power >= 1000, and code the same command "b" for state 400 at power >= 2000 and this yields a result of state '200' being given the range from power = 1000-2000, and state '400' being given the range from power = 2000-infinity/whatever your power limiter is.
Even though how the triggers are set up does indeed have a profound effect on what is performed by the AI and/or the player, this however, didn't/doesn't fully answer my question on why basics aren't performed all of the time.

one other question is........do you think its a good idea if you dont want full AI coding to mix a bit, like use no AI for alot of moves that get used anyway, and just to make the character a little more smart code AI for his jumps and air attacks ect....because on the default AI it seems the character jumps around way too much
I do that sort of. I usually allow the default AI to perform my Hypers, and I'm plain too lazy to code in the jumps, the walking, and the idle crouching state, so I allow the Default AI to handle that as well.
What I am 100% against is manually coding in a guard stae, because that tends to become very cheap. So many people don't understand this (Cyb does BTW):
you have random<11, and random gives a number between  and 1000, so the chances of it coming out is very low.
That's true, however this trigger is being checked 60 times a second.
250 is an unreasonably high number by comparison.  It's almost guaranteed to go off in less than ten frames, this gives the AI a ridiculously high and consistent reaction speed.
And even then, guard coding can still get in the way of other things (I.E. AI randomization and AI aggressiveness). Guard coders tend to be a huge part of my scorn. I'm not even mentioning that giving the Guard State "ctrl" in an AI means that the AI is broken  :ninja:.
THE BEST person [who has released a public AIed char] to ask about including the default AI in your own AI code is: Baiken/Byakko
R[E]ika/[E] and Winane, are probably the most knowledgable people overall when it comes to the full body of the AI code.
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Last Edit: February 10, 2008, 06:08:47 am by Vexl Valentine
Re: AI [state - 1] projectile question?
#27  February 10, 2008, 06:41:13 am
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  • I am the eye of the storm to come!
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Quote
That is something that, in a way, has confused me. I had wondered for a long time. "if mugen itself can perform a multitude of commands (a,b,c,x,y,z,up,down, etc) in a single tick, why don't only basics come out of the default AI [assuming that the default AI operated off of random sets of commands rather than something else).

It doesn't. With AI cheat on, all it does is pick the command and decide it's activated. The input never actually happens. Picks the name, goes to the changestate. If AI cheat is off, the impossible input cannot work.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: AI [state - 1] projectile question?
#28  February 10, 2008, 12:54:37 pm
  • *
wow thanks for that reply, i certainly took alot in there lol....i think id firstly like to try just using no AI and keep to the default, my try to make my character decent, as im making my own little project with my own hand drawn characters(lol not very good drawings) but smooth:)...and i think what ill do is take a look at them characters you mentioned and see what sort of triggers (dominate)   is there a topic where warusaki3's Guile is posted or is there a link you have please? :)

edit:  found the characters :)........ill check them out
Last Edit: February 10, 2008, 01:07:56 pm by mug3nM8n
Re: AI [state - 1] projectile question?
#29  February 10, 2008, 01:25:11 pm
  • *
ok i tested out guile(in watch mode) and i tested him against my own character(who has no AI coding) and my character won 2-1....now i dunno if it was fluke but my character was linking his projectile to his hyper combo....and i use alot less triggers than guiles creator does....so in my experince there and i think u mentioned it first tht its not the amount, more of what the triggers are :) so thank you for that advice
i have learned something there.

hjk

Re: AI [state - 1] projectile question?
#30  February 10, 2008, 03:05:29 pm
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ok i tested out guile(in watch mode) and i tested him against my own character(who has no AI coding) and my character won 2-1....now i dunno if it was fluke but my character was linking his projectile to his hyper combo....and i use alot less triggers than guiles creator does....so in my experince there and i think u mentioned it first tht its not the amount, more of what the triggers are :) so thank you for that advice
i have learned something there.
+1 My Man  :sugoi:

Quote
That is something that, in a way, has confused me. I had wondered for a long time. "if mugen itself can perform a multitude of commands (a,b,c,x,y,z,up,down, etc) in a single tick, why don't only basics come out of the default AI [assuming that the default AI operated off of random sets of commands rather than something else).
It doesn't. With AI cheat on, all it does is pick the command and decide it's activated. The input never actually happens. Picks the name, goes to the changestate. If AI cheat is off, the impossible input cannot work.
There we go. Lord Cyanide, you don't know how much that helped. It makes me wonder though, even moreso now, why charging is still so prevalent.  :'(
LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Re: AI [state - 1] projectile question?
#31  February 10, 2008, 09:34:06 pm
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Don't know really, mugen may have some sort of mini AI memory that we don't know about that says "charge gives me power, use more often"


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: AI [state - 1] projectile question?
#32  February 10, 2008, 09:52:34 pm
  • *
just thought id share this with you all, its what im using for my super move(aka hyper combo)

[command]
name = "super"
command = D,DF,F,x+y
time = 30

[command]
name = "super_b"
command = D,DF,F,x+y
time = 30

[command]
name = "super_c"
command = D,DF,F,x+y
time = 30

[state -1, supermove]
type = changestate
value = 4000
triggerall = command = "super"
triggerall = power >= 2000
trigger1 = statetype !=A
trigger1 = ctrl = 1
trigger2 = stateno = [200,201]
trigger2  = movecontact = 1
trigger3 = stateno = [240,250]
trigger3 = movecontact = 1
trigger4 = stateno = [777,340]
[State -1]
type = ChangeState
value = 4000
triggerall = command = "super_b"
triggerall = power >= 2000
trigger1 = statetype !=A
trigger1 = ctrl = 1
trigger2 = stateno = [200,201]
trigger2  = movecontact = 1
trigger3 = stateno = [240,250]
trigger3 = movecontact = 1
trigger4 = stateno = [777,340]
[State -1]
type = ChangeState
value = 4000
triggerall = command = "super_c"
triggerall = power >= 2000
trigger1 = statetype !=A
trigger1 = ctrl = 1
trigger2 = stateno = [200,201]
trigger2  = movecontact = 1
trigger3 = stateno = [240,250]
trigger3 = movecontact = 1
trigger4 = stateno = [777,340]

i saw this sort of method in a new character that had been released, and after watching the character in watch mode, i noticed he was using his super move fairly regular and at decent times in the fight which is what i wanted for my character, so i modified it to my needs and found that it definatly works:)

by adding the same commands but naming each different and applying each to the same state worked for me, just wondering does anyone agree with this anti-AI method? >:D
Re: AI [state - 1] projectile question?
#33  February 10, 2008, 10:38:46 pm
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Don't know really, mugen may have some sort of mini AI memory that we don't know about that says "charge gives me power, use more often"

yah, mugen might have an in memory mini ai cache and then saves it to the .ai file. for my current ais i am still using mugen's default ai for moving around and blocking.