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Simple Problem (Read 1222 times)

Started by Silvess, July 22, 2008, 08:15:38 am
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Simple Problem
#1  July 22, 2008, 08:15:38 am
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Hey guys it's me! Same guy who had all of those problems with Fighter Factory before yes...
I have a small problem, but to make it easier for people to help me with, I made a video of the problem this time around. Please click this link, and help me out here. ---

http://www.youtube.com/watch?v=WsOMU2Mz8rE

Here is my problem for those of you that don't want to watch the video.
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The problem is like this. I have the proper collision box's set for my standing sprites. They are the green collision box's so it covers ALL standing sprites, and only ONE punch connect's, and that is my "Stand Light Punch", but NO other attack connect's such as my "Stand Light Kick", and they ALL have a red collision box around the attack connecting area. What am I doing wrong?? Please watch video to see what I mean.
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I am SOOO close to finishing my first character "Even if he is goofy", but have this one problem now standing in my way.
Re: Simple Problem
#2  July 22, 2008, 10:19:13 am
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You realise i've answered this in the FAQ up the top?


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: Simple Problem
#3  July 22, 2008, 10:10:43 pm
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Yep. I read the faq, but seeing as how I have made absolutely no moved for my character, and have been using KFM's presets, I can't see why mine is not working...
Re: Simple Problem
#4  July 22, 2008, 10:17:25 pm
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Your hitdef has to equal the animation element that the red hit box is in.

State
type = HitDef
trigger1 = AnimElem = 2

2 being the second frame of the animation.


Re: Simple Problem
#5  July 22, 2008, 10:56:10 pm
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Ok, I THINK I get what you are saying, but have no clue in what to change. Here is my Stand Light Kick code.
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; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------
And my hit animation on my light kick is on image 3. What should I change?
Re: Simple Problem
#6  July 22, 2008, 11:02:40 pm
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I would have thought you'd have checked your stand light kick looked the same as your stand light punch first.

Where the fuck is the hitdef?


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: Simple Problem
#7  July 22, 2008, 11:08:47 pm
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I'm not sure. I have not edited anything. This came right from the KFM. Actually just a perfect copy of his data with replaced sprites. Here is my "Stand Light Punch".
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; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = S            ;Physics: S-stand, C-crouch, A-air
juggle  = 1            ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0         ;Set velocity (x,y) (Def: no change)
ctrl = 0            ;Set ctrl (Def: no change)
anim = 200            ;Change animation (Def: no change)
poweradd = 20         ;Power to add (Def: 0)
sprpriority = 2         ;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         ;Attribute: Standing, Normal Attack
damage = 23, 0         ;Damage that move inflicts, guard damage
animtype = Light         ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA         ;Flags on how move is to be guarded against
hitflag = MAF         ;Flags of conditions that move can hit
priority = 3, Hit         ;Attack priority: 0 (least) to 7 (most), 4 default
               ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8         ;Time attacker pauses, time opponent shakes
sparkno = 0            ;Spark anim no (Def: set above)
sparkxy = -10, -76      ;X-offset for the "hit spark" rel. to p2,
               ;Y-offset for the spark rel. to p1
hitsound = 5, 0         ;Sound to play on hit
guardsound = 6, 0         ;Sound to play on guard
ground.type = High      ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5      ;Time that the opponent slides back
ground.hittime  = 12      ;Time opponent is in hit state
ground.velocity = -4      ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8   ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High         ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3      ;X-velocity at which opponent is pushed,
               ;Y-velocity at which opponent is pushed
air.hittime = 12         ;Time before opponent regains control in air

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
--------------------
Re: Simple Problem
#8  July 22, 2008, 11:10:13 pm
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add a hitdef to your light kick..
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Simple Problem
#9  July 22, 2008, 11:10:53 pm
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In the hitdef change trigger1 too

trigger1 = AnimElem = 3
Re: Simple Problem
#10  July 22, 2008, 11:12:15 pm
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Now, compare your stand light punch to your stand light kick. There is a giant glaring difference isn't 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.
Re: Simple Problem
#11  July 22, 2008, 11:13:14 pm
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I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Simple Problem
#12  July 22, 2008, 11:19:21 pm
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Yea, I see your point. YES, I fixed the Light Kick, because most of the freaken code was missing! That's not all either! I have to do this with every other move to, because they all have most of the code missing as well. I have never even messed with constants until today so wtf!?
Re: Simple Problem
#13  July 22, 2008, 11:19:32 pm
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Hey cy his light punch works with this trigger?

trigger1 = Time = 0

am I crazy or should this not?
Re: Simple Problem
#14  July 22, 2008, 11:22:52 pm
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Hey cy his light punch works with this trigger?

trigger1 = Time = 0

am I crazy or should this not?
thats basic coding dude, that makes any sprite in the animation with red clsn box the trigger..
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: Simple Problem
#15  July 22, 2008, 11:24:32 pm
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Hitdefs tend to be activated things. Time = 0 will trigger and then the hitdef "waits" until it can hit. Totally normal. Odd, but normal. That little bit of logic confused me at one point. Easier just to make use of it, and ignore it.

Silvess: You can't possibly be editing default KFM, he has the hitdefs. You might be using FF's shitty template though.


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: Simple Problem
#16  July 22, 2008, 11:32:15 pm
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  • Somebody PM when Caddie is no longer a mod.
Hitdefs tend to be activated things. Time = 0 will trigger and then the hitdef "waits" until it can hit. Totally normal. Odd, but normal. That little bit of logic confused me at one point. Easier just to make use of it, and ignore it.

Silvess: You can't possibly be editing default KFM, he has the hitdefs. You might be using FF's shitty template though.

Good to know does time = 0 work if you have more then one hitdef in a state? Like a combo move?
Re: Simple Problem
#17  July 22, 2008, 11:33:46 pm
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I think I know what the problem is. YES this is from KFM, but I deleted my first KFM just thinking that he was a waste of space, but when I needed to re download him, I got a new one from esnips. That site is very untrustworthy, and a lot of character's I get there seem to be messed up or uncomplete.

Here is two more odd problems that I don't get.

1. My guy's sprite 0 in group 8000 work's just fine for the player, but when my guy is facing himself, his face box on the opponents right side corner look's all black, and messed up.

2. Everytime I punch or kick, I hear the punch sound play, but what's odd is that I only have one sound in my entire sound list, and NONE of them are the punch sound. Where is it drawing it's sound from? lol this is wack..
Re: Simple Problem
#18  July 22, 2008, 11:51:04 pm
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  • Somebody PM when Caddie is no longer a mod.
I think I know what the problem is. YES this is from KFM, but I deleted my first KFM just thinking that he was a waste of space, but when I needed to re download him, I got a new one from esnips. That site is very untrustworthy, and a lot of character's I get there seem to be messed up or uncomplete.

Here is two more odd problems that I don't get.

1. My guy's sprite 0 in group 8000 work's just fine for the player, but when my guy is facing himself, his face box on the opponents right side corner look's all black, and messed up.

2. Everytime I punch or kick, I hear the punch sound play, but what's odd is that I only have one sound in my entire sound list, and NONE of them are the punch sound. Where is it drawing it's sound from? lol this is wack..

My guess on 1 is that player two is using a different pallet.

2. The answer to your question is in the code. Look at the sound in the code and it will tell you where you are getting the sound from.
Re: Simple Problem
#19  July 23, 2008, 12:10:16 am
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Well it say's the hitsound is 5, 0, but I don't even have a 5, 0! I only have a 1, 0, and a 2, 0. Strange, and I have been looking to see what is causing. I also can't seem to change my hitsound to any of my own sounds...
Re: Simple Problem
#20  July 23, 2008, 12:19:12 am
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  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You know mugen has a common sound effects file right?


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: Simple Problem
#21  July 23, 2008, 12:26:01 am
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Erm...no I did not no that. I am still a little new to Mugen, but that don't explain why I can't change my hitsound to one of my own...

I can play my sound like this---

type = PlaySnd
trigger1 = Time = 1
value = 1, 0

But not like this---

hitsound = 1, 0

Only 5, 0 work's with the hit sound, and none of mine.

Re: Simple Problem
#22  July 23, 2008, 12:37:49 am
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Try using an S in front of it.

This is explained inside the docs

mugen\docs\sctrls.html. Look up hitdef.


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: Simple Problem
#23  July 23, 2008, 01:27:09 am
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Try using an S in front of which part of the code? I'll try it out.

BC

Re: Simple Problem
#24  July 23, 2008, 01:37:42 am
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Eg:

for playsnd
value = S10,0

for hitdef
hitsound = S10,1
click the image to join my forum ;)
Re: Simple Problem
#25  July 23, 2008, 01:47:35 am
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Thank's guy's, I got it. My first character is almost done in his basic moves. All of his sprites are now complete. I think special's are going to require some work though.