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MikeDaBike

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Messages by MikeDaBike

    

Re: A relatively noobish problem, regarding making a helper leave

 February 06, 2009, 09:30:58 am View in topic context
 Posted by MikeDaBike  in A relatively noobish problem, regarding making a helper leave (Started by Luigi Master February 06, 2009, 07:36:05 am
 Board: M.U.G.E.N Development Help

For the HitOverride, it should be always active:
[mcode]trigger1 = 1[/mcode]

For the ChangeState:
[mcode]trigger1 = parent, movetype = H[/mcode]
I think it's better to use "root," instead of "parent," here, it will always redirect to the player.
    

Re: Creating a Magnetism effect...

 February 06, 2009, 09:19:15 am View in topic context
 Posted by MikeDaBike  in Creating a Magnetism effect... (Started by Zero-Sennin December 29, 2008, 10:37:14 pm
 Board: M.U.G.E.N Development Help

Quote
Have a electric ball sprite that is the exact size of the wire one and repeat the same code on both at once.

That would work, I dont know if the ball animation would look right then though.

Quote
I understand the philosophy of the one explained to me but I have no idea how I would set the variables based on the constantly-changing values of the wire.

What's the problem with my suggestion from before?
[mcode][State YYY, Move to wire end]
Type = PosSet
trigger1 = 1
x = 'wire',Pos X + N*cos(M)
y = 'wire',Pos Y + N*sin(M)[/mcode]
The wire Pos has to be, well wherever you positioned your wire.
M is the angle you used to rotate the wire.
N is the length of the wire, you can try different values here.

So the only var you need is the one for the angle.

    

Re: Defensemulset replacement, help!

 February 01, 2009, 12:26:56 pm View in topic context
 Posted by MikeDaBike  in Defensemulset replacement, help! (Started by Seravy February 01, 2009, 11:19:14 am
 Board: M.U.G.E.N Development Help

I played a little with it and found a simple way to implement "defense":

[mcode][State -2, LifeAdd - DEF]
type = LifeAdd
trigger1 = var(XX)>Life&&Alive
value = floor((var(XX)-Life)*fvar(14))
ignorehitpause = 1

[State -2, set Life]
type = VarSet
trigger1 = 1
var(XX)=Life
ignorehitpause = 1[/mcode]

The idea was to check if your life has changed: thus you received damage - and then add the difference multiplied with the defense value. I tested it a bit and it seems to work. Maybe there are situations where it wont work, you gotta test it there! You need a variable for this though (var(XX) here), but nothing else.

I know you want it to work with a clone helper, so probably you could add this to state -1 and add the appropriate triggeralls.
    

Re: Double Jump!!!

 February 01, 2009, 11:40:48 am View in topic context
 Posted by MikeDaBike  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

    

Re: Double Jump!!!

 January 31, 2009, 06:50:31 pm View in topic context
 Posted by MikeDaBike  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

I see, so you want to make a jump cancel? Then the MUGEN double jump wont work.
You need a var that checks your button pressing for the jump.
It is much harder than you might think, if you want it to work correctly.

I can give you some slightly modified/simplified copy-pastes from my version (I hope I got it sticked together correctly and its somewhat understandable):

Spoiler, click to toggle visibilty

If anyone knows a simpler way to implement a correctly working double jump (that you can cancel into), let me know.
    

Re: Moving In SuperPause!!!

 January 31, 2009, 06:18:59 pm View in topic context
 Posted by MikeDaBike  in Moving In SuperPause!!! (Started by ShunpoHadouken January 31, 2009, 04:46:16 pm
 Board: M.U.G.E.N Configuration Help

Code:
  movetime = mt (int)

    This is the number of ticks during the start of the pause in which

    the player is allowed to move. Collision detection is carried out

    during this time, so it is possible to hit other players.

    Valid values for mt are from 0 to t, where t is the value of

    the time parameter. Defaults to 0.

Valuable for pause AND superpause controllers.
    

Re: Mugen Engine Bugs

 January 31, 2009, 01:16:50 pm View in topic context
 Posted by MikeDaBike  in Mugen Engine Bugs (Started by Seravy December 30, 2008, 09:36:03 pm
 Board: Tips, Tricks, Tutorials

hmm targetstate, never used it before. Does that put the opponent into my states or his? The documents say nothing about it.
Do you think a
[State -2]
Type=TargetState
Trigger1=1
StateNo=xxxx
could work?

Anyway I'm more than halfway done with replacing hitdefs with projectiles already.

It works exactly like p2stateno, it sends the target to YOUR state. To avoid warnings you got to check if you have a target though (trigger1 = numtarget).
    

Re: Helper called but not called?

 January 30, 2009, 09:24:30 pm View in topic context
 Posted by MikeDaBike  in Helper called but not called? (Started by Hadoabuser January 28, 2009, 08:20:58 am
 Board: M.U.G.E.N Development Help

 --; Thats what we were talking about, you have to check with numhelper(8060) BEFORE you use a helper(8060),... redirection.

Your change may have solved your problem with the debug spam, but if I understand what you want, your move wont work correctly if you change it like that, because your opponent can also get in a hitstate without your helper causing it (in Team Mode for example).

You should change your original trigger to this:
[mcode]trigger2 = numhelper(8060)
trigger2 = StateNo = 240 && helper(8060), MoveContact[/mcode]
    

Re: Fighter Factory Testing

 January 30, 2009, 09:12:38 pm View in topic context
 Posted by MikeDaBike  in Fighter Factory Testing (Started by Zain574 January 30, 2009, 08:46:12 pm
 Board: M.U.G.E.N Development Help

Did you get any error messages or is it just crashing?
    

Re: Error Testing Character

 January 30, 2009, 09:08:53 pm View in topic context
 Posted by MikeDaBike  in Error Testing Character (Started by Aarikku January 30, 2009, 07:57:51 pm
 Board: M.U.G.E.N Development Help

So the leric.sff file is existent and has a filesize > 0 Byte? The file is probably broken then, delete the char from your select.def or get the newest version of it.
    

Re: Gravity for Guy's Izuna Otoshi grab (slam portion)

 January 30, 2009, 06:03:53 pm View in topic context
 Posted by MikeDaBike  in Gravity for Guy's Izuna Otoshi grab (slam portion) (Started by atomicbuster January 28, 2009, 03:34:00 pm
 Board: M.U.G.E.N Development Help

Actually Rajaa already told you everything you need for the landing. Change your veladd to his version (dont use animelem, it will trigger only for the first tick of the Animation Element) and make your landing state like he said (or at least split your throw animation in two parts: the grabbing and the landing after the impact)
    

Re: Double Jump!!!

 January 30, 2009, 05:41:53 pm View in topic context
 Posted by MikeDaBike  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

Now after Cyanide mentioned it: Is your char supposed to gain control after doing an attack in the air? In other words: do you have a changestate with ctrl=1 in your air states (number 6XX) and was that intended?
Usually you dont have a Changestate at the end of the air attack states, but your last AnimElem has infinite time (-> -1) and your state changes then by landing on the ground.
Look at kfm's code, he also has airjump.num=1 but there are no infinite jumps possible because he is coded like I said.
    

Re: Helper called but not called?

 January 30, 2009, 05:16:45 pm View in topic context
 Posted by MikeDaBike  in Helper called but not called? (Started by Hadoabuser January 28, 2009, 08:20:58 am
 Board: M.U.G.E.N Development Help

Sorry for more OT, but I have another suggestion for Seravy's problem that just came into my mind. Like I said before you can set the helper var to the root's var value.

If you for example have this simple trigger for your hitdef:
[mcode]trigger1 = AnimElem = 2[/mcode]
You could add some triggers to make it look like this:
[mcode]trigger1 = ishelper
trigger1 = (var(39):=root,var(39))*0
trigger2 = AnimElem = 2[/mcode]

This is just a small hint, it probably isnt worth the effort to change all your hitdefs this way to prevent debug spam.

Another more reasonable thing: Have you ever thought about letting your Clone helper spawn another helper that stays in a state that aligns all needed helpers variables to the root variables. Like this:
[mcode]type = ParentVarSet
trigger1 = 1
var(39) = root,var(39)[/mcode]
You wouldnt need any more ifelses then.
    

Re: Helper called but not called?

 January 30, 2009, 12:26:29 pm View in topic context
 Posted by MikeDaBike  in Helper called but not called? (Started by Hadoabuser January 28, 2009, 08:20:58 am
 Board: M.U.G.E.N Development Help

ifelse(root, numhelper && ishelper, root, var(39), var(39))
Thats redundant because your root will definitly have a helper if you are a helper and it would cause a warning even if the true/false statements arent evaluated before the if check.
Seravy's ifelse is the simplest way to get the proper var, but if you want to set a p2state after you hit somebody you could just leave that parameter and make two Targetstate controllers (and a changestate if you use p1stateno too). You could also set var(39) of the helper to the root's value right before the hitdef.

BTT: You get the warning in state 205 on your screenshot. Do you only get this warning there, or do you even get the warning in state 0? Check if you get the warning right after the start of the Round without doing anything (I guess the problem is a wrong trigger in one of the negative states).
    

Re: Gravity for Guy's Izuna Otoshi grab (slam portion)

 January 30, 2009, 11:59:58 am View in topic context
 Posted by MikeDaBike  in Gravity for Guy's Izuna Otoshi grab (slam portion) (Started by atomicbuster January 28, 2009, 03:34:00 pm
 Board: M.U.G.E.N Development Help

The problem is you just bind the target at the first tick of your throw animelems. (AnimElem = 1, AnimElem = 2... etc.). The target will change to the fall state right after it isnt bound (that happens at the second tick). Also you always bind to the same position, you better use this single controller:
[mcode][State 1320, Bind]
type = TargetBind
trigger1 = AnimElemTime(6)<0
pos = 0, 0[/mcode]

For the landing you have to check if your Y Pos is positive (below the ground) and then set it to 0 and then change to the standing state.
    

Re: Double Jump!!!

 January 30, 2009, 11:49:49 am View in topic context
 Posted by MikeDaBike  in Double Jump!!! (Started by KamiyaKasshinRyu January 28, 2009, 05:47:51 pm
 Board: M.U.G.E.N Development Help

Could you explain your used variables and how they are set?

A problem here is that you immediately trigger the air jump after the normal jump. You have to detect releasing the UP Button in the air. So increase a var by one if you press UP and start a jump from the ground (in state 40) and increase it again after you have released the button. Your air jump can only trigger then if your var is 2.
    

Re: Several concerns, including making a clone

 January 28, 2009, 02:01:50 pm View in topic context
 Posted by MikeDaBike  in Several concerns, including making a clone (Started by Agent Z December 12, 2008, 12:02:41 am
 Board: M.U.G.E.N Development Help

I guess you want to detect projectiles for a reflect/absorb attack?

There is no 100% accurate way to do that, but you could use something like this:

[mcode]trigger1 = InGuardDist&&ctrl&&(enemy,numproj>0||enemy,numhelper>0)&&p2bodydist X>=80[/mcode]

This means you are in guard range and there are enemy projectiles or helpers BUT you have a certain distance to the enemy. I used this for a reflect attack, there are of course situations where this doesnt work right.
    

Re: Trying to create a story after match over

 January 27, 2009, 10:31:57 am View in topic context
 Posted by MikeDaBike  in Trying to create a story after match over  (Started by EM20XX January 17, 2009, 04:58:22 am
 Board: M.U.G.E.N Configuration Help

There are several ways to do that, overall its not gonna be easy. If you tell me why you need p2 to turn, I could find a simpler solution.
    

Re: How do you change the agresivity of a char?

 January 27, 2009, 10:22:04 am View in topic context
 Posted by MikeDaBike  in How do you change the agresivity of a char? (Started by ezgar January 27, 2009, 04:44:03 am
 Board: M.U.G.E.N Configuration Help

There is no simple change for that, you got to change the probability and/or the conditions for each attack to change that (rewrite the AI). Some chars also have a var that sets the level of the AI (Muteki's for example, afaik)

To make it easier you could change their constants (life/attack/defense) to give them a "handicap".
    

Re: Trying to create a story after match over

 January 26, 2009, 10:27:50 am View in topic context
 Posted by MikeDaBike  in Trying to create a story after match over  (Started by EM20XX January 17, 2009, 04:58:22 am
 Board: M.U.G.E.N Configuration Help

Do you still have your trigger MatchOver && Win? This should guarantee that the pose is only triggered if you win the Match.
Add it as a triggerall if you got the two player name detection that I posted before.