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ESFAndy011

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Messages by ESFAndy011

    

Re: Dropping target in my throw?

 May 27, 2016, 07:34:01 pm View in topic context
 Posted by ESFAndy011  in Dropping target in my throw? (Started by Just No Point May 27, 2016, 07:28:17 pm
 Board: M.U.G.E.N Development Help

I don't think I get it either, but I'd try moving the targetstate over to 800 when movehit. Also your hit by states have movetype A for some reason.
    

Re: [GENERAL TOPIC]

 May 20, 2016, 02:45:42 am View in topic context
 Posted by ESFAndy011  in [GENERAL TOPIC] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

It works fine against airbornes. To prevent awkward looking drawing in, he'll reposition the opponent's chest section to where the tip of the harpoon is, in case the opponent was hit stretching out an arm or something.

As for it not being "fully drawn", we'd have to think of a reliable, bug-free method to make it constantly come out of his hand and that doesn't seem too possible. It's gonna look weird at big distances, but it's fully functional.
    

Re: Who knows how to make wrestling holds?

 May 09, 2016, 12:39:49 am View in topic context
 Posted by ESFAndy011  in Who knows how to make wrestling holds?  (Started by ABstreet765 May 07, 2016, 03:37:59 pm
 Board: M.U.G.E.N Development Help

He could do this:

varset to 0 in statedef -2 if stateno != grappling state.
In grappling state, varadd every time target, command = "x", for example.

Same goes for counting how many times the grappler mashed a button. Make a var, make it count how many times you pressed a command. Then you compare the vars, which one is greater than the other and so on, and off you go. The rest is figuring out custom animations that wouldn't look awkward, but code wise it's perfectly doable.
    

Re: [BETA v0.2] (Released)

 May 06, 2016, 05:38:32 am View in topic context
 Posted by ESFAndy011  in [BETA v0.2] (Released) (Started by firelord March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

Kill your Idols could definitely be edited into an instrumental like it was in M2 Surviving. As for Breaking the Habit, there's an instrumental version already we could get. I don't see why not. :)
    

Re: [BETA v0.2] (Released)

 May 03, 2016, 05:03:47 am View in topic context
 Posted by ESFAndy011  in [BETA v0.2] (Released) (Started by firelord March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

If you've seen VGE 3 by Riggs, expect no less than that! ;)
    

Re: [BETA v0.2] (Released)

 May 01, 2016, 09:13:01 pm View in topic context
 Posted by ESFAndy011  in [BETA v0.2] (Released) (Started by firelord March 07, 2014, 09:11:06 am
 Board: MK vs. SF - Fight for the Universe

I gotta admit, we've been pretty sloppy regarding keeping you guys updated. Chatman has a pretty tight schedule due to work, but he's been pumping out balance fixing and AI implementing for the 0.25 cast, so 0.25 is pretty much his area now. I'd lend a hand if I didn't suck at AI coding honestly, lol. As for me, I've been working quite a bit on Bison and Liu Kang for 0.3. So basically, we've been doing what you might call a "divide and conquer" thing, where Brion polishes the next release and I ease up the progress for the one after that. We had stumbled upon a couple of problems in the past because 0.3 would end up lacking some small details 0.25 has and other things of the sort, which is why we hit a few setbacks along the way, but we're getting closer to 0.25's release. I wish I could share at least a few screenshots with you guys, but I'm actually at a PC assembly class, so... no dice there, I'm afraid.

Don't worry, this is far from dead.
    

Re: Continuous Roll state bug

 April 19, 2016, 04:52:05 pm View in topic context
 Posted by ESFAndy011  in Continuous Roll state bug (Started by Odb718 April 19, 2016, 12:12:23 am
 Board: M.U.G.E.N Development Help

If at time = 0 of the roll state you are doing "holdback" but your character is doing a roll forward, then he needs to change state to roll back. That way you need to hold the proper direction at time = 0 for it to correct itself, which is something you're already doing to begin with. If you gain power with the rolls, then do poweradd = ifelse(prevstateno = 7710/7711),0,whatever it's set at. This should fix it.

In other words

Code:
[Statedef 7710, rollfwd]
blah
blah
blah
poweradd = ifelse(prevstateno = 7711),0,whatever it's set at ;if it gives you any power, to prevent double power adding in both states

[State 7710,rollfix]
type = ChangeState
trigger1 = vel x > 0 && command = "holdback" && !time
value = 7711

Also, I am so sorry for the repeated editing, I keep fluffing up details for some reason.
    

Re: Changing power cost of super

 April 18, 2016, 05:35:49 am View in topic context
 Posted by ESFAndy011  in Changing power cost of super (Started by xcd222 April 18, 2016, 04:55:56 am
 Board: M.U.G.E.N Development Help

In the .cmd. You probably have a triggerall/trigger1 with "power>=1000" as a condition or lacking a "power" condition altogether. Just change it to "power>=2000".
    

Re: How to get Cinematic super to effect other characters

 April 15, 2016, 05:56:13 pm View in topic context
 Posted by ESFAndy011  in How to get Cinematic super to effect other characters (Started by Dendog90 April 15, 2016, 08:06:58 am
 Board: M.U.G.E.N Development Help

    

Re: How do i make this move function like this?

 April 13, 2016, 04:21:05 pm View in topic context
 Posted by ESFAndy011  in How do i make this move function like this? (Started by 1.8.7 April 13, 2016, 12:44:12 pm
 Board: M.U.G.E.N Development Help

I don't wanna be "that guy", but if you wanted to post something related to your previous thread, you should've made another post in it instead of making an entirely new thread. If everybody did that, it'd become convoluted quick.

Anyway, if you only want to make the shoryuken have limited hits, I might have exaggerated with the whole variables thing. It can be as simple as going to his data (top of the cns) and modifying his air.juggle value. Set it to a maximum of juggle points you want for your character. After you do that, you go to the states of any moves you like and, if it's not present, where you see "physics", "movetype" and such, add juggle = x. Otherwise, modify to the desired value (obviously). Let's say your air.juggle is 15 and your shoryuken's juggle is 5. That means you can juggle up to three times.

Variables aren't particularly needed in this case. I have a semi-convoluted way of explaining myself when it comes to stuff like that, so I just might only end up confusing you lol.
    

Re: Trigger chance

 April 13, 2016, 06:56:19 am View in topic context
 Posted by ESFAndy011  in Trigger chance (Started by xcd222 April 13, 2016, 04:51:31 am
 Board: M.U.G.E.N Development Help

Use random in your trigger. You can input an interval of values anywhere between 0 and 999 (999 being 100%).

Example:

Code:
[State 0, PlaySnd]
type = PlaySnd
trigger1 = random < 500    ;You could also use random = [0,499] or random > 499. This would be 50%
value = s200, 5            ;Grunt sound or whatever at 50% chance of playing

If I want 60%, then it'd be an interval minor than 600 in total. You get the idea.
    

Re: Making the "juggle" as trigger

 April 12, 2016, 07:26:12 pm View in topic context
 Posted by ESFAndy011  in Making the "juggle" as trigger (Started by 1.8.7 April 12, 2016, 06:23:35 pm
 Board: M.U.G.E.N Development Help

There's no way to do it directly. However, you could make a juggle system of your own by using variables and counting with them with every movehit=1 on whichever move(s) through varadd. Then you can add var(x)<y on your hitdef's trigger. That way, whenever a certain amount of these custom juggle points is reached, he'll miss with the shoryuken.

Just remember to set the var to 0 in statedef -2 whenever !numtarget.
    

Re: Trigger Movecontact on the first tick

 April 11, 2016, 06:59:27 am View in topic context
 Posted by ESFAndy011  in Trigger Movecontact on the first tick (Started by Sanaefroggy April 09, 2016, 12:08:28 pm
 Board: M.U.G.E.N Development Help

Damn... I was sure I had it figured out.

I seriously apologize for the misinformation, it wasn't my intention.
    

Re: Trigger Movecontact on the first tick

 April 10, 2016, 10:15:34 pm View in topic context
 Posted by ESFAndy011  in Trigger Movecontact on the first tick (Started by Sanaefroggy April 09, 2016, 12:08:28 pm
 Board: M.U.G.E.N Development Help

Movecontact is a boolean, meaning it's either 0 (false) or 1 (true). It either happens or it doesn't.

What you wanna do is this:

Code:
trigger1 = movecontact && time = [x,y]
where x and y are the start and end of your active frames in your animation.
    

Re: Mugen is ignoring a ChangeState!??!

 April 10, 2016, 10:01:00 pm View in topic context
 Posted by ESFAndy011  in Mugen is ignoring a ChangeState!??! (Started by Odb718 April 10, 2016, 09:36:45 pm
 Board: M.U.G.E.N Development Help

I'm kinda throwing shit against the wall and see what sticks here, but... remove persistent = 1 maybe?

EDIT: Also, you're better off using pos y >= 0 && vel y > 0 instead of counting on animelems. Maybe that'll make MUGEN more cooperative.
    

Re: wrestling

 April 10, 2016, 06:44:28 pm View in topic context
 Posted by ESFAndy011  in wrestling (Started by Titiln August 28, 2007, 08:49:26 pm
 Board: Entertainment

    

Re: Computer freezing after X minutes/hours

 April 07, 2016, 06:03:04 pm View in topic context
 Posted by ESFAndy011  in Computer freezing after X minutes/hours (Started by ESFAndy011 April 05, 2016, 07:44:44 pm
 Board: Off-Topic Help

So I think I found the problem. I stress-tested with Prime95 and monitored with RealTemp and.... it froze about 7-8 minutes in at 92°C max.

I'm buying some thermal paste this weekend, but in the mean time I took the liberty to use some... well, tooth paste. As a temporary solution of course.

I am... not making this up. I couldn't if I tried... it actually worked. Idle temp is around 45°C.

https://www.youtube.com/watch?v=kvxoGy4_kmk

So far I've been able to keep the computer up and running (downloading stuff) through the night, and I'll keep you guys updated. Thanks for all the help!
    

Re: Computer freezing after X minutes/hours

 April 05, 2016, 09:50:29 pm View in topic context
 Posted by ESFAndy011  in Computer freezing after X minutes/hours (Started by ESFAndy011 April 05, 2016, 07:44:44 pm
 Board: Off-Topic Help

Alright, I'll give that a shot and let you know. Though it might take a few days to really make sure because of how random the freezing is.
    

Computer freezing after X minutes/hours

 April 05, 2016, 07:44:44 pm View in topic context
 Posted by ESFAndy011  in Computer freezing after X minutes/hours (Started by ESFAndy011 April 05, 2016, 07:44:44 pm
 Board: Off-Topic Help

Title says it all. I could be playing a game, I could be leaving it idle, I could be at the BIOS screen... it just feels like freezing and does it. It's starting to drive me crazy. Not only that, but at times it struggles to turn itself on. It switches itself on and off every 1 through 5 seconds or so before getting to the BIOS, or loading it fully. Sometimes I even get the three beeps, as if it doesn't recognize its own RAM or something. The blinking has stopped (for now?) but the freezing just sneaks up on me and I have no idea what's causing it. People tell me it's the processor's fan, or the HDD, or the PSU, or even a software problem. I did hear something like a plastic scratching sound while the "blinking" happend though, so I'm inclined to think it's one of the coolers (CPU or PSU).

I got a DZ77SL-50K (LGA1155) mobo, i7 3770K CPU, MSI GeForce GTX 980, 16GBs of DDR3 RAM, XFX 80+ Gold 1250W (real wattage).

Has anyone ever had a similar problem? If so, what did you do?
    

Re: Your ideal fighting game?

 April 05, 2016, 05:41:36 pm View in topic context
 Posted by ESFAndy011  in Your ideal fighting game? (Started by lui April 05, 2016, 12:33:03 pm
 Board: Fighting Games

-6 buttons
-mk9/mkx style, with user friendly input timing
-no 360's, 720's or charging
-14+ characters (if they're unique enough from each other, the more the merrier, though I absolutely love pressure/rushdown characters)
-engaging story
-Graphics can be whichever, as long as they're in a 2D plain. Smooth animations would be preferable instead of choppy ones... CvS smoothness would suffice, I guess, though 3rd Strike smoothness would be preferable.
-Power gauges and supers (1, 2 and 3 levels). Variants not necessary.

Basically MK-inspired gameplay (like the last two MK titles), but with 6 buttons a la SF.