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MikeDaBike

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Messages by MikeDaBike

    

Re: Making an Intro Occur Randomly

 June 11, 2009, 01:07:58 pm View in topic context
 Posted by MikeDaBike  in Making an Intro Occur Randomly (Started by Sean Altly June 11, 2009, 10:16:36 am
 Board: M.U.G.E.N Development Help

Just put a ChangeState controller with your special intro with a trigger like (Random<100) before your regular intro ChangeState controller.
If you want to mix both together you could use something (complicated but compact) like this
[mcode]value = ifelse(Random<100,195,191+(Random%4))[/mcode]
In this case 195 is the special intro and 191-194 are the regular ones (Random%4 gives you a random value from 0 to 3).

    

Re: Creating Helpers during a custom state?

 May 26, 2009, 03:34:47 pm View in topic context
 Posted by MikeDaBike  in Creating Helpers during a custom state? (Started by Ricepigeon May 26, 2009, 05:54:00 am
 Board: Development

It wont work, it will give you a warning "changed to invalid state" and the helper will go to state 0.

I got the same problem and my workaround was this:
Make a two tick hitdef that creates a clone of the enemy in the first tick and in the second it traps the clone in your custom state.

I dont know if this is a proper solution to your specific problem though.
    

Re: Using "random" properly with ifelse command

 May 24, 2009, 12:36:38 pm View in topic context
 Posted by MikeDaBike  in Using "random" properly with ifelse command (Started by thepacifist May 23, 2009, 06:26:17 am
 Board: M.U.G.E.N Development Help

And that's the reason why your first example would actually work, the probabililty for Random to be between 1 and 250 and between 251 and 500 is the same.
Under the assumption that Mugen implements random in the documented way.

I dont know the history about it, but has this ever been proven not to work like documented?
In AI programming most people use triggers like Random<100, if Random doesnt give equally probable values this would have different results than for example Random>=900.
    

Re: Using "random" properly with ifelse command

 May 23, 2009, 12:55:05 pm View in topic context
 Posted by MikeDaBike  in Using "random" properly with ifelse command (Started by thepacifist May 23, 2009, 06:26:17 am
 Board: M.U.G.E.N Development Help

Every time random is evaluated it's evaluated uniquely.

And that's the reason why your first example would actually work, the probabililty for Random to be between 1 and 250 and between 251 and 500 is the same. However each value has a different probability in the end because the last values are dependent on the former random values (I hope this is understandable, it's hard to explain)

For this specific values I would use something like this:
value = 200+200*(Random<500)+30*(Random<500)
    

Re: Oval Rotation

 May 23, 2009, 12:45:05 pm View in topic context
 Posted by MikeDaBike  in Oval Rotation (Started by KamiyaKasshinRyu May 23, 2009, 06:29:07 am
 Board: M.U.G.E.N Development Help

I guess you want your player/helper to make a oval movement without itself rotating?
Then just give it a periodic (sin/cos) x and y velocity with the x velocity being higher than y (like 2 times or 3 times higher).

Use velocities like this:
A*cos(Time*Pi/B)
"A" determines how big the "ellipse" is and "B" how long it takes for one rotation.
Keep in mind that you've got to use different functions for the x and y velocity ("cos" for one and "sin" for the other).
    

Re: Projectile/Hyper hit detection

 May 22, 2009, 03:38:43 am View in topic context
 Posted by MikeDaBike  in Projectile/Hyper hit detection (Started by Mr. I May 21, 2009, 05:34:34 am
 Board: M.U.G.E.N Development Help

Those Changestate controllers (in .CMD) should do the job. The only triggers you need are stateno=5XXX there, almost everything else concerning P1 is redundant (like those in your example). You could add then a few triggers for time or P2 State(type).

"GetHitVar(airtype)=HA"; HA means hyper attack
"GetHitVar(groundtype)=HA"
"GetHitVar(airtype)=PA"; PA means proj attack
"GetHitVar(groundtype)=PA"

All these will give you parser error, because GetHitVar gives you a numeric value that is equivalent to the hittype (none/high/low).
    

Re: Random Velocity

 May 20, 2009, 01:40:07 am View in topic context
 Posted by MikeDaBike  in Random Velocity (Started by ultimatedude May 19, 2009, 05:17:39 pm
 Board: M.U.G.E.N Development Help

    

Re: Random Velocity

 May 20, 2009, 12:00:40 am View in topic context
 Posted by MikeDaBike  in Random Velocity (Started by ultimatedude May 19, 2009, 05:17:39 pm
 Board: M.U.G.E.N Development Help

from ?

X =  ifelse(random<500,-3,3)

or, fi you want a nice range

X = -3.0* ((random/999.0) * 6.0)

try both of them, the last one can be optimized.

The first one will give only -3 or 3 (no range) and in the second one is a typo -> 3.0 + ((random/999.0)*6.0)

If you're satisfied with int values you could use
x = -3+Random%7
    

Re: Helper and Enemy problem, some assistance please?

 May 16, 2009, 08:48:15 pm View in topic context
 Posted by MikeDaBike  in Helper and Enemy problem, some assistance please? (Started by -SyN- May 16, 2009, 06:47:09 pm
 Board: M.U.G.E.N Development Help

Could you explain what is not working with the enemy(0) and enemy(1) redirection? Because they should not change during the match.

If they are changing you can save the enemy ID and redirect with playerID(var(X)),...
    

Re: Numerical Gauge

 May 13, 2009, 09:56:16 pm View in topic context
 Posted by MikeDaBike  in Numerical Gauge (Started by ViciousJo May 13, 2009, 07:09:21 pm
 Board: M.U.G.E.N Development Help

1.) There has got to be a helper that stays in state 8100, I think you never call that one. It should be called somewhere in the -2 state.

2.) I guess you want to increase your gauge var just once during the supermove, currently it is increasing EACH tick.
    

Re: Problem with hit and defense sparks in high resolution

 May 13, 2009, 12:18:24 pm View in topic context
 Posted by MikeDaBike  in Problem with hit and defense sparks in high resolution (Started by Daimonmau May 13, 2009, 01:32:09 am
 Board: M.U.G.E.N Development Help

There is no reason for the "multitrigger" (-> movehit=1 and animelemtime(x)=[a,b]) not to work.

Check if you got a persistent=0, you've got to delete it then.

If it's still not working check if you are even hitting the opponent multiple times.
    

Re: how to change location of power/dizzy bars in team coop mode

 May 12, 2009, 04:52:10 pm View in topic context
 Posted by MikeDaBike  in how to change location of power/dizzy bars in team coop mode (Started by MGMURROW May 12, 2009, 03:26:59 pm
 Board: M.U.G.E.N Development Help

You dont have to know the exact value of the ID. You just have to compare P1 and P3's ID with something like this:
[mcode]trigger1 = ID > partner,ID[/mcode]
That's for P1 explod, for P3 explod it's the other way round.

Also I'd prefer numpartner instead of Teammode=simul.
    

Re: SprPriority Problem

 May 02, 2009, 04:16:40 am View in topic context
 Posted by MikeDaBike  in SprPriority Problem (Started by ShunpoHadouken May 01, 2009, 02:05:15 pm
 Board: M.U.G.E.N Development Help

Well ok then you have to omit sprpriority and use ontop=1.
You just have to make sure that the power explod is generated AFTER the filler.
You can for example add a trigger like numexplod(93)>0 to your power explod, so it wont be generated unless the filler is already there.
    

Re: how to u lower a char voice ?

 May 01, 2009, 08:54:12 pm View in topic context
 Posted by MikeDaBike  in how to u lower a char voice ? (Started by david link May 01, 2009, 05:06:15 am
 Board: M.U.G.E.N Configuration Help

[mcode]  freqmul = f (float)

    The sound frequency will be multiplied by f. For example. f = 1.1

    will result in a higher-pitched sound. Defaults to 1.0 (no change

    in frequency).[/mcode]

This is a parameter of the PlaySnd controller. If you give it a value lower than 1 the pitch of the sound will be decreased, which results in a lower voice.

You gotta edit all PlaySnd controllers though, so it's probably easier to just edit the .SND file itself.
    

Re: SprPriority Problem

 May 01, 2009, 02:48:32 pm View in topic context
 Posted by MikeDaBike  in SprPriority Problem (Started by ShunpoHadouken May 01, 2009, 02:05:15 pm
 Board: M.U.G.E.N Development Help

There is no reason to use ontop AND sprpriority because if ontop=1 sprpriority will be ignored. If there are two explods having ontop=1 then the one that appears first will be in the background.

Your problem here is that the power appears earlier, I think because of the fvar triggers of the filler. You should just omit the ontop parameter and use just sprpriority, with the power explod having a higher value than the filler. (You can even let it be the value 999, the filler then has to have a value that is anything below that)

BTW ontop takes a boolean value (TRUE=anything nonzero / FALSE=zero), so it doesnt matter if you use 9, 999 or -1337, it's all the same as long as it isnt 0.
    

Re: Instakill immunity

 May 01, 2009, 11:59:09 am View in topic context
 Posted by MikeDaBike  in Instakill immunity (Started by Creamy_Goodness April 30, 2009, 08:35:40 am
 Board: M.U.G.E.N Development Help

value = gethitvar(damage) = 50

This will be 1 whenever the damage is 50 and 0 otherwise. You should replace the "=" with a "-".

Of course it wont be that easy to prevent one hit kills.
The only way I can think of is to let a helper lose life instead of the character to prevent (instant) kills.

For example you could make this:
Create an invisible helper that has always your anim and is bound to your position while you are invincible (nothitby -> SCA). Whenever the helper is hit it is destroyed, your char is send to the hit state and you lose as much life as you want (you have to apply the vel-hitvar values to your char of course). A new helper is created instantly after the old one was destroyed.

It is pretty complicated to pull that off correctly though and custom states would be a big problem (but there are workarounds), so I dont know if it is worth the effort.

Another possibility is to just make a clone and control it while your character stays in the background and handles his life appropriately.
    

Re: Swinging Pendulum

 April 26, 2009, 08:47:17 pm View in topic context
 Posted by MikeDaBike  in Swinging Pendulum (Started by supermystery April 21, 2009, 10:15:39 pm
 Board: M.U.G.E.N Development Help

The one thing that i noticed though is sometimes when the ball reaches its highest point it flickers a bit from to side before it gets in position again, this only happens when robotnik is turning though.

Hmm when I tested this nothing like that ever happened. Does this maybe happen when you hit the opponent? Ignorehitpause=1 may help then.
Otherwise you got to go more into detail what happens and when.
    

Re: Swinging Pendulum

 April 26, 2009, 04:05:07 pm View in topic context
 Posted by MikeDaBike  in Swinging Pendulum (Started by supermystery April 21, 2009, 10:15:39 pm
 Board: M.U.G.E.N Development Help

Ok, for the turning issue you got to make the x-binding dependent on the chars facing:
[mcode]pos = 100*sin(Time*Pi/200)*root,facing,100*abs(cos(Time*Pi/200))[/mcode]

To make the ball and chain almost the same movement you got to tweak the values. I would recommend to let your ball anim just consist of the clsn1 box, and then tweak the binding to make it follow the ball and chain anim as good as possible.
    

Re: Swinging Pendulum

 April 26, 2009, 12:04:13 am View in topic context
 Posted by MikeDaBike  in Swinging Pendulum (Started by supermystery April 21, 2009, 10:15:39 pm
 Board: M.U.G.E.N Development Help

I dont know if you are still on it, but the code I posted for the vel is wrong.
This would work if you are still interested:
[mcode]x = -1*cos(Time*Pi/300)
y = -1*sin(Time*Pi/150)[/mcode]
For greater distances or slower movement, change the values (the sin time multiplier has to be the half of the cos time multiplier)

The problem here is that BindToParent wont work, you got to simulate it with posadd, which is complicated and wont work without an extra helper.

The probably simplest way to deal with it, is to directly bind the ball to the right position:
[mcode][State 0, BindToParent]
type = BindToParent
trigger1 = 1
pos = 50*sin(Time*Pi/300),50*abs(cos(Time*Pi/300))[/mcode]
You can even specify the exact X/Y distance.

Sorry if you already made a complete animation like I suggested before.
    

Re: funny phenomenon

 April 25, 2009, 07:18:58 pm View in topic context
 Posted by MikeDaBike  in funny phenomenon (Started by onloser April 25, 2009, 09:06:05 am
 Board: M.U.G.E.N Development Help

If you use the default airjuggle constant
[mcode]airjuggle = 15[/mcode]
you will only hit the opponent once because your juggle value for this state
[mcode]juggle = IfElse((PrevStateNo=[1000,2999]),0,8+(P2StateType = A)*8)[/mcode]
will be 16 if your opponent is in an air statetype.