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[Solved] Soul Body (Read 1068 times)

Started by DragonFaku, June 03, 2011, 04:48:46 pm
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[Solved] Soul Body
New #1  June 03, 2011, 04:48:46 pm
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Last Edit: June 14, 2011, 06:15:23 am by DragonFaku
Re: Soul Body
#2  June 03, 2011, 05:01:45 pm
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Show us what you came up with so far.
Re: Soul Body
#3  June 04, 2011, 01:06:20 am
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Re: Soul Body
#4  June 04, 2011, 01:15:42 am
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Shall we start with the wall one then? Create a helper. Make it bindtoparent in front of you somewhere. Give it blue clsn boxes and a hitoverride that sends it to ANOTHER state where it plays a destruction animation and uses destroyself.

I am assuming you have some coding knowledge here, if you have none it's going to be a little while before you're at the point where you could code the above.


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: Soul Body
#5  June 04, 2011, 04:53:21 am
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Shall we start with the wall one then? Create a helper. Make it bindtoparent in front of you somewhere. Give it blue clsn boxes and a hitoverride that sends it to ANOTHER state where it plays a destruction animation and uses destroyself.

I am assuming you have some coding knowledge here, if you have none it's going to be a little while before you're at the point where you could code the above.

This is what i did of the code so far:

[Statedef 999]
type    = S
movetype= A
physics = S
juggle  = 8
ctrl = 0
poweradd = 25
velset = 0,0
anim = 1100

[State -2, Holo]
type = helper
trigger1 = AnimElem = 3
helpertype =normal
name ="test"
id =1000
stateno = 1000
pos = 50,0
postype = p1
sprpriority = 5
ownpal = 1

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,8

[State 202, 3]
type = ChangeState
trigger1 = animtime =0
value = 0
ctrl =1

[Statedef 1000]
type    = S
movetype= i
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 3420
sprpriority = 4

[State -2, 1000]
type = BindToRoot
trigger1 = Parent, Stateno != [1500,1520]
time =-1
ID = 1000
pos = 55,0

[State -2, 1000]
type = BindToRoot
trigger1 = Parent, Stateno = [1500,1520]
time =-1
ID = 1000
pos = 55,0

[State -2, 1000]
type = turn
trigger1 = P2BodyDist x<=0

[State 370, Destroyed]
type = changestate
trigger1=Lose=1
trigger2 = Win=1
trigger3 =DrawGame=1
trigger4 = Parent, movetype = h
trigger4 = Parent, StateNo != [120,155]
trigger5 = time = 300
value = 1001

[Statedef 1001]
type    = s
movetype= i
physics = s
juggle  = 8
velset = 0,0
ctrl = 0
anim = 3421
sprpriority = 4

[State -2, 1001]
type = BindToRoot
trigger1 = Parent, Stateno != [1500,1520]
time =-1
ID = 1000
pos = 55,0

[State -2, 1001]
type = BindToRoot
trigger1 = Parent, Stateno = [1500,1520]
time =-1
ID = 1000
pos = 55,0

[State 1073,2]
type = DestroySelf
trigger1 = time = 12

I didn't add a HitOverride because the soul body doesn't get hit by projectiles or normal attacks.
Now i want the hologram to make the same moves i do (walk, jump, crouch, wall jump, dash)
Re: Soul Body
#6  June 04, 2011, 05:04:25 am
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Ok, that's an excellent start then.

For the changeanim. Note down which animations the parent uses for these attacks. Duplicate them on your helper and add 10000 to each one. So your version of Stand is anim 10000. Your version of walk is 10020 etc.

Then include the following.

type = changeanim
trigger1 = anim != root, anim + 10000
value = root, anim + 10000

Should 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: Soul Body
#7  June 04, 2011, 06:17:12 am
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Ok, that's an excellent start then.

For the changeanim. Note down which animations the parent uses for these attacks. Duplicate them on your helper and add 10000 to each one. So your version of Stand is anim 10000. Your version of walk is 10020 etc.

Then include the following.

type = changeanim
trigger1 = anim != root, anim + 10000
value = root, anim + 10000

Should work.
can you make a code example?, because im a little lost with that  :S
Re: Soul Body
#8  June 04, 2011, 06:35:29 am
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Err, that IS the example.

Read what it's doing. Taking walk as the example. In the parent, walk is animation 20. In your special helper, walk will be 10020. So what that bit of code does is checks if the anim currently in use is the same animation as the parent + 10000.

So if anim (that's 10000 at this point) is not = to the roots anim of 20+10000 then it will change to root anim + 10000, and become 10020. Really, just try it and see what it does. Things like root, anim are redirects, so it's checking what the character is doing and applying it to it's own code. Aside from needing the [state ] bit, what's there is functional.


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: Soul Body
#9  June 04, 2011, 07:44:14 am
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Err, that IS the example.

Read what it's doing. Taking walk as the example. In the parent, walk is animation 20. In your special helper, walk will be 10020. So what that bit of code does is checks if the anim currently in use is the same animation as the parent + 10000.

So if anim (that's 10000 at this point) is not = to the roots anim of 20+10000 then it will change to root anim + 10000, and become 10020. Really, just try it and see what it does. Things like root, anim are redirects, so it's checking what the character is doing and applying it to it's own code. Aside from needing the [state ] bit, what's there is functional.

Oops, my mistake, sorry  :P

Anyways, i maded the +10000 anims, and it works really well, but there is one single issue.
The hologram doesn't turn. For example, i am facing the opponent, i use the hologram, i walk to the other side, but when i turn to the other side, the hologram faces to me

Re: Soul Body
#10  June 04, 2011, 08:27:43 am
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turn
trigger1 = facing != root, facing


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: Soul Body
#11  June 04, 2011, 10:40:29 am
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I was testing the code a little while, and the wall jump hologram doesn't show up


BTW, how can i make the hologram dissapear like in the game?
In the game the hologram blinks a little bit and then it disappears
Re: Soul Body
#12  June 04, 2011, 11:00:57 am
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Figure out when it's meant to blink, then simply use the flag invisible, from assertspecial to apply it. If you use persistent = 2 or whatever on the controller it'll vanish every 2 ticks.

As for on wall jump, you have that animation? Press ctrl+C to see if the helper is on or off screen, it may be bound on the wrong side.


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: Soul Body
#13  June 04, 2011, 11:16:20 am
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this is the new code for the helper
[Statedef 1000]
type    = S
movetype= i
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 3420
sprpriority = 4

[State -2, 1000]
type = BindToRoot
trigger1 = Parent, Stateno != [1500,1520]
time =-1
ID = 1000
pos = 55,0

[State -2, 1000]
type = BindToRoot
trigger1 = Parent, Stateno = [1500,1520]
time =-1
ID = 1000
pos = 55,0

[State -2, 1000]
type = turn
trigger1 = facing != root, facing

[State 370, Destroyed]
type = Destroyself
trigger1=Lose=1
trigger2 = Win=1
trigger3 =DrawGame=1
trigger4 = Parent, movetype = h
trigger4 = Parent, StateNo != [120,155]
trigger5 = time = 300

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = 300
flag = invisible
persistent = 2

[State 0, ChangeAnim]
type = changeanim
trigger1 = anim != root, anim + 10000
value = root, anim + 10000


and i can't make him blink.

BTW, yes, i checked the wall jump anims, but, i think the hologram it's in the oposite side of the screen, i mean, when you are doing the wall jump, the hologram goes to the wall instead of facing outside

EDIT: i fixed that by fixing the X axis in the .AIR
Last Edit: June 04, 2011, 11:21:23 am by DragonFaku
Re: Soul Body
#14  June 04, 2011, 12:02:08 pm
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time >= 300


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: Soul Body
#15  June 04, 2011, 08:25:42 pm
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still not blinking
Re: Soul Body
#16  June 05, 2011, 12:15:19 am
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Missed that, you destroy it on time = 300 as well, so it'll just vanish without ever doing the assertspecial. Have the assert earlier, or the destroyself later.


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: Soul Body
#17  June 05, 2011, 03:06:55 am
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Missed that, you destroy it on time = 300 as well, so it'll just vanish without ever doing the assertspecial. Have the assert earlier, or the destroyself later.
yeah, i figured that out a little while ago, but now i am trying the helper to go to pos = 0,0 when it's time = 290
Re: Soul Body
#18  June 05, 2011, 03:23:14 am
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You can try:

type = PosSet
trigger1 = Time >= 290
pos = 0,0
Re: Soul Body
#19  June 05, 2011, 03:29:32 am
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Posset takes X and Y, not pos =

He needs to turn off the bindtoparent from 290 onwards.


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: Soul Body
#20  June 05, 2011, 04:05:30 am
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Posset takes X and Y, not pos =

He needs to turn off the bindtoparent from 290 onwards.
i did this in the code

[State -2, 1000]
type = BindToRoot
trigger1 = Parent, Stateno != [1500,1520]
time = 290
ID = 1000
pos = 0,0

but that makes the helper to go into pos = 0,0 from the beginning
EDIT: i tested the hitdef, but doesn't hit anything

[State 35, 1]
type = HitDef
trigger1 = 1
attr = S, SP
damage = 15,2
animtype = Medium
guardflag = MA
pausetime = 0,0
sparkno = s75
guard.sparkno = s85
hitsound   = s5000,0
guardsound = s120,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1
air.velocity = -1,-5
givepower = 2,1
getpower = 3,1

and i added the red boxes in all the anims
Last Edit: June 05, 2011, 04:22:58 am by DragonFaku
Re: Soul Body
#21  June 05, 2011, 04:37:45 am
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If I am understanding this correctely you're a bit off from. What Cyanide said is that you need to do is turn the bindings off after 290 ticks, not put 290 in time parameter in that BindToRoot and not make the Pos = 0,0 because you're in -2 so that will automaticaly play those like you said. Your next step is to tweak your actual values outside of -2, Then after time 290 you need to make it jump to 0,0
Re: Soul Body
#22  June 05, 2011, 04:50:45 am
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add THIS to your bindtoroot

trigger1 = time < 290

That way you can do stuff afterwards without that bindtoroot triggering.

And your hitdef doesn't hit because you have no hitflags. The first solution to a hitdef that's not working is to take one from somewhere that is. If that one doesn't work you have a different problem.


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: Soul Body
#23  June 05, 2011, 05:14:26 am
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This is the helper code so far

[Statedef 1000]
type    = S
movetype= i
physics = S
juggle  = 8
ctrl = 0
velset = 0,0
anim = 3420
sprpriority = 4

[State 190, 0]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State -2, 1000]
type = BindToRoot
trigger1 = Parent, Stateno = [1500,1520]
trigger1 = time < 290
time =-1
ID = 1000
pos = 65,0

[State -2, 1000]
type = turn
trigger1 = facing != root, facing

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 250
flag = invisible
persistent = 2

[State 0, ChangeAnim]
type = changeanim
trigger1 = anim != root, anim + 10000
value = root, anim + 10000

[State 35, 1]
type = HitDef
trigger1 = 1
attr = S, SP
damage = 15,2
animtype = Medium
guardflag = MA
pausetime = 0,0
sparkno = s75
guard.sparkno = s85
hitsound   = s5000,0
guardsound = s120,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -1
air.velocity = -1,-5
givepower = 2,1
getpower = 3,1

[State 370, Destroyed]
type = Destroyself
trigger1=Lose=1
trigger2 = Win=1
trigger3 =DrawGame=1
trigger4 = Parent, movetype = h
trigger4 = Parent, StateNo != [120,155]
trigger5 = time = 300

BTW, i used another hitdef from Kung Fu Man, but nothing happens
Re: Soul Body
#24  June 05, 2011, 05:30:06 am
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Uhh, do all the animations have clsn1 boxes? Cos you're changing anim a heck of a lot. And still no hitflags 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: Soul Body
#25  June 05, 2011, 05:43:37 am
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Uhh, do all the animations have clsn1 boxes? Cos you're changing anim a heck of a lot. And still no hitflags there.
im positive they all have red boxes
BTW, i added the trigger1 = time < 290 in the BindToRoot, but doesn't go to the pos= 0,0
Re: Soul Body
#26  June 05, 2011, 05:53:57 am
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You said you were trying to posset it there when time = 290. You have not done that. Add the posset BACK and the bindtoroot will not intefere. What you had before was it posseting, then going back to the bindtoroot position.


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: Soul Body
New #27  June 05, 2011, 06:10:48 am
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You said you were trying to posset it there when time = 290. You have not done that. Add the posset BACK and the bindtoroot will not intefere. What you had before was it posseting, then going back to the bindtoroot position.

It doesn't work, i did that a little while ago, but nothing happens.

And about the hitdefs, what should i do?

EDIT: fixed, everything is working now
Thank you Cyanide and LaQuak for your help  :)
Last Edit: June 06, 2011, 05:16:18 am by DragonFaku