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XGargoyle

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Messages by XGargoyle

    

Re: Is there a trigger that is of a Custom state?

 February 09, 2023, 10:40:58 am View in topic context
 Posted by XGargoyle  in Is there a trigger that is of a Custom state?  (Started by TheDragon February 03, 2023, 12:02:02 am
 Board: M.U.G.E.N Development Help

no, because I can put the enemy in my custom state 6969 and your code will not detect it
    

Re: Is there a trigger that is of a Custom state?

 February 06, 2023, 05:53:37 pm View in topic context
 Posted by XGargoyle  in Is there a trigger that is of a Custom state?  (Started by TheDragon February 03, 2023, 12:02:02 am
 Board: M.U.G.E.N Development Help

Just to mention that the above code can also be used to detect enemy's superpauses as well
    

Re: Turn State for Miyako Arima

 January 07, 2023, 09:01:18 pm View in topic context
 Posted by XGargoyle  in Turn State for Miyako Arima (Started by Walruso January 07, 2023, 06:30:07 am
 Board: M.U.G.E.N Development Help

    

Re: Is there any way to detect if an enemy/opponent has a certain state?

 January 03, 2023, 02:13:36 pm View in topic context
 Posted by XGargoyle  in Is there any way to detect if an enemy/opponent has a certain state? (Started by MarioManX1983 January 03, 2023, 03:42:39 am
 Board: M.U.G.E.N Development Help

You can't detect if the enemy has a particular state unless the enemy is that actual state.
If the state has a unique anim you may use selfanimexist, in this case you can detect if the character has that animation even if it's not played
    

Re: [SPANISH ONLY] Español solamente V2

 January 01, 2023, 12:15:32 pm View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

Feliz ano nuevo a todos!
    

Re: Projectile not working

 January 01, 2023, 02:10:59 am View in topic context
 Posted by XGargoyle  in Projectile not working (Started by the_nte December 31, 2022, 08:23:23 pm
 Board: M.U.G.E.N Development Help

You have many errors there:
-The state 6001 creates a helper that goes to state 6001, instead of 6000
-the projectile state (6000) will go to the same state 6000 after contacting the enemy or after 28 ticke, creating an endless loop
-you have 3 separate states numbered as 6000
-the last 2 states 6000 are basically the same state repeated
    

Re: Error: Player in State 0: Has No Target with Hit ID -1

 December 30, 2022, 12:04:43 am View in topic context
 Posted by XGargoyle  in Error: Player in State 0: Has No Target with Hit ID -1 (Started by MarioManX1983 December 16, 2022, 09:26:06 pm
 Board: M.U.G.E.N Development Help

which is basically what I said...
    

Re: Is crediting MUGEN code authors bad?

 December 28, 2022, 10:21:04 am View in topic context
 Posted by XGargoyle  in Is crediting MUGEN code authors bad? (Started by gohkenytp December 26, 2022, 12:06:59 am
 Board: M.U.G.E.N Discussion

You are not just stealing code, you are also stealing the coder's personal time in developing and testing that code. Just because the product is distributed free, doesn't mean there's no work or even some sacrifices behind.
    

Re: How do I configure FPS on MUGEN?

 December 28, 2022, 12:12:28 am View in topic context
 Posted by XGargoyle  in How do I configure FPS on MUGEN?  (Started by TheDragon December 27, 2022, 11:07:05 pm
 Board: M.U.G.E.N Development Help

Enable debug mode and then ctrl+s to run mugen at the fastest possible speed
    

Re: Error: Player in State 0: Has No Target with Hit ID -1

 December 20, 2022, 11:37:17 am View in topic context
 Posted by XGargoyle  in Error: Player in State 0: Has No Target with Hit ID -1 (Started by MarioManX1983 December 16, 2022, 09:26:06 pm
 Board: M.U.G.E.N Development Help

also to note about mugen's silly parser:

trigger1 = numtarget && Target, stateno = 5040
will debug flood

trigger1 = numtarget
trigger1 = Target, stateno = 5040
will not debug flood

    

Re: Comic Characters and the Painful Truth

 October 31, 2022, 10:32:54 am View in topic context
 Posted by XGargoyle  in Comic Characters and the Painful Truth (Started by Karl/Karla August 12, 2021, 10:46:46 pm
 Board: M.U.G.E.N Discussion

well, to begin with, he's now 17
    

Re: Mugen Programing/coding Academy

 October 31, 2022, 10:24:22 am View in topic context
 Posted by XGargoyle  in Mugen Programing/coding Academy (Started by IKEISLEGEND October 28, 2022, 11:52:53 pm
 Board: M.U.G.E.N Discussion

Talks about teaching coding excellence. Shows a picture of really unoptimized coding routines...
    

Re: RANDOM in VersusBG

 October 24, 2022, 12:04:03 pm View in topic context
 Posted by XGargoyle  in RANDOM in VersusBG  (Started by Bardock Revenge October 23, 2022, 05:31:30 am
 Board: M.U.G.E.N Development Help

"random" does not work in screenpacks, nor any other trigger
    

Re: How do I know which sounds are for which thing?

 October 11, 2022, 10:54:13 pm View in topic context
 Posted by XGargoyle  in How do I know which sounds are for which thing? (Started by Macaulyn97 October 10, 2022, 06:52:54 pm
 Board: M.U.G.E.N Development Help

If the sounds are called using variables or expressions, the ctrl+F method will not work
Example:
type = PlaySnd
value = var(1),Numhelper(666)
    

Re: removing helper on hit/guard

 October 06, 2022, 10:40:38 am View in topic context
 Posted by XGargoyle  in removing helper on hit/guard (Started by txcrvnt October 03, 2022, 08:18:25 pm
 Board: M.U.G.E.N Development Help

Animelem is deprecated, better use Animelemtime or Animelemno

Regarding the sound question. Is state 1041 the projectile? Where is the PlaySnd/stopSnd code located? Inside the projectile's state 1041? or within another state such as -2 or -3?

If you are inside the helper's state 1041, you can't use the "trigger1 = stateno != 1041" because when it should trigger, the state machine is no longer reading that line as you are already in another state.
You either need to place the stopsnd in the next state the helper goes (if it goes there), or use the same conditions that you are doing for the destroyself, so whenever the destroyself activates, it also stops the sound

To avoid playing the sound every tick, just use time=0 instead of trigger1 = stateno = 1041
    

Re: [SPANISH ONLY] Español solamente V2

 October 06, 2022, 10:30:42 am View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

Checa los settings del programa de captura de video, o los de tu tarjeta grafica.
    

Re: personalized artificial intelligence

 September 17, 2022, 06:45:09 pm View in topic context
 Posted by XGargoyle  in personalized artificial intelligence (Started by Doottah September 17, 2022, 04:17:01 am
 Board: M.U.G.E.N Development Help

triggerall lines should go above trigger1
    

Re: How can I turn a proyectile into a super?

 September 12, 2022, 09:59:34 am View in topic context
 Posted by XGargoyle  in How can I turn a proyectile into a super? (Started by Rabano September 11, 2022, 06:30:34 pm
 Board: M.U.G.E.N Development Help

check the hitflag parameter on the projectiles' hitdef, you have set it as special instead of hyper
    

Re: [SPANISH ONLY] Español solamente V2

 September 05, 2022, 01:28:36 pm View in topic context
 Posted by XGargoyle  in [SPANISH ONLY] Español solamente V2 (Started by Titiln July 14, 2010, 03:57:43 am
 Board: International

Tengo una pregunta media rara: ¿Cómo se hace un stage en I.K.E.M.E.N? (Si esto se pregunta en otro tema oh algo por el estilo pido perdón, soy nuevo y no conozco bien el foro).

Igual que en mugen, no hay diferencia alguna. Todos los escenarios de mugen funcionan en ikemen al 100%.

Aunque ikemen te permite hacer mas cosas en los stages que en mugen no se puede
    

Re: Platforms in the stage

 September 02, 2022, 12:17:07 am View in topic context
 Posted by XGargoyle  in Platforms in the stage (Started by Ryon September 01, 2022, 06:18:45 pm
 Board: M.U.G.E.N Development Help

If the platform is to be used only by P1 (root) you can use a helper.
If the platform is going to be used by P2 (enemy) or both players, use a projectile.
The trick is that the projectile/platform hits the characters and immediately places them to state 0 in the air.
You will need to do more advanced coding than that, to cover all possible interactions with the playform, but it's in a nutshell the logic of the code