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Messages by sgn15

    

some problems

 May 17, 2013, 03:50:22 pm View in topic context
 Posted by sgn15  in some problems (Started by sgn15 May 17, 2013, 03:50:22 pm
 Board: M.U.G.E.N Development Help

1st problem:
debug message:
player's helper in state ###: illegal override slot: 0 assumed

what does that mean? which part of the helper should I look into?

2nd problem:
I want to make an opponent inside my (p1)'s custom state to be hittable and opponent will go to another state of p1. I tried hitoverride and of course it doesn't work since the state opponent goes into is his state, not my state.

is this possible? i need based on hit, not simple changestate

3rd problem:
http://www.youtube.com/watch?v=s-C46fc-DSA
It's not really a problem per se, but..... what should I modify for this to not get in the way in the case that ....... in team mode, only 1 opponent goes into that custom state (all that space, monster, etc that happens).... the other enemy would still be well..... moving/fighting...

4th problem:
Is there a way to pack mugen chars, stages individually? like to not let the stuffs in it be viewable? I don't mean molebox (and there's a way to unpack molebox as well so no to that)

so what should I do?

     Posted: May 18, 2013, 09:02:57 pm
no one can help me?
    

Re: super pause time vs movetime

 May 04, 2013, 05:10:51 pm View in topic context
 Posted by sgn15  in super pause time vs movetime (Started by Odb718 May 02, 2013, 10:54:56 pm
 Board: M.U.G.E.N Development Help

I learned about it from another coder instead of the docs.

movetime is the time you are allowed to animate/move during the superpause. movetime superceded move (boolean I think) parameter, if I'm not mistaken.

time is the length/duration of the superpause itself
    

Re: team mode issue

 April 28, 2013, 09:49:02 am View in topic context
 Posted by sgn15  in team mode issue (Started by sgn15 April 27, 2013, 02:58:56 pm
 Board: M.U.G.E.N Development Help

ok thanks.

I tried it. My situation is like this: I want to call a helper on p2 and p4 (1 each) in team mode when p2 and/or p4 are already in my custom state 415

varset
trigger1 = target, stateno = 415 && numtarget
var(57)  = target, ID

triggerall = playeridexist(var(57)) && numenemy
trigger1 = playerid(var(57)),ID = enemy(0),ID
ID = 0
postype = left
pos = ceil(enemy(0),screenpos x), ceil(enemy(0),screenpos y)

triggerall = playeridexist(var(57)) && numenemy = 2
trigger1 = playerid(var(57)),ID = enemy(1),ID
ID = 1
postype = left
pos = ceil(enemy(1),screenpos x), ceil(enemy(1),screenpos y)

It's not working

and another question, why do I need numtarget as trigger for varset? just trying to absorb the concept of the codes right now

EDIT:
changed the triggers a bit and changed the location of the varset, finally made it to work again on 1v1 mode.

now my problem is when there are 2 enemies and both enemies are in the custom state, I would summon 2 helpers (1 on p2 and another 1 on p4).

But if I have 2 enemies and I only sent 1 enemy to custom state, I only summon 1 helper (whichever enemy is in the custom state)
    

Re: team mode issue

 April 28, 2013, 06:31:52 am View in topic context
 Posted by sgn15  in team mode issue (Started by sgn15 April 27, 2013, 02:58:56 pm
 Board: M.U.G.E.N Development Help

can't you tell me how to simply fix it?

the simplest example I can give about my question is an explod (trigger = movehit = 1, postype = p2). in team mode, how can I fix the explod to appear on the enemy that I am actually hitting? in team mode, when I hit p2, sometimes the explod appears on p4, vice versa. I have the same problem with summoning helpers (postype = p2)

that's just an example of my problem, but I have other triggers to use. That's the gist of it though.

any help please?
    

team mode issue

 April 27, 2013, 02:58:56 pm View in topic context
 Posted by sgn15  in team mode issue (Started by sgn15 April 27, 2013, 02:58:56 pm
 Board: M.U.G.E.N Development Help

So I wanted to have explods and helpers be summoned twice as much when there are 2 enemies, meaning each set of explods and helpers that p1 normally calls on p2 will also be called to p4 (another set).

;for 1 enemy
trigger1 = numenemy = 1
<--plus other triggers here

;for 2 enemies, 1st enemy
trigger1 = numenemy = 2
trigger1 = enemynear(1), ___________
<--plus other triggers here

;for 2 enemies, 2nd enemy
trigger1 = numenemy = 2
trigger1 = enemynear(2), ___________
<--plus other triggers here

what should I put in the blanks (underscores)? I have to put something in there because it is a trigger redirection code
    

Re: Intro

 February 24, 2013, 12:28:01 pm View in topic context
 Posted by sgn15  in Intro (Started by sgn15 February 24, 2013, 11:09:03 am
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

that is my state 190 (char cns)

I just checked states -2, -3, 5900 (common1), 190 (common1) and 191 (common1) and no changes were made, especially no codes regarding any var for that matter.
    

Re: Intro

 February 24, 2013, 12:18:12 pm View in topic context
 Posted by sgn15  in Intro (Started by sgn15 February 24, 2013, 11:09:03 am
 Board: M.U.G.E.N Development Help

uhmmm, the var(0) is my transformation variable (transformation within the match, but can also change form before start of match),

I need to use var(0) itself

so I tried it in state 190 (char cns)

[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 0, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 0
range = 0,1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 190 + (var(0)*10000)
;elem = 1
;ignorehitpause =
;persistent =

tried to change it to time = 1 for changeanim

either still not working
    

Re: Intro

 February 24, 2013, 12:04:00 pm View in topic context
 Posted by sgn15  in Intro (Started by sgn15 February 24, 2013, 11:09:03 am
 Board: M.U.G.E.N Development Help

yeah i know.

I tried it separately in state 5900, state 190 (char cns), state 90 (common1 cns), state 191 (common1 cns). so far nothing works

I can't use 1 in state -2 since i need to be able to change var(0)'s value within the fight itself
    

Re: Intro

 February 24, 2013, 11:30:52 am View in topic context
 Posted by sgn15  in Intro (Started by sgn15 February 24, 2013, 11:09:03 am
 Board: M.U.G.E.N Development Help

I can't use 1 because I need to change the trigger within the fight itself
    

Intro

 February 24, 2013, 11:09:03 am View in topic context
 Posted by sgn15  in Intro (Started by sgn15 February 24, 2013, 11:09:03 am
 Board: M.U.G.E.N Development Help

I want to use different intro animations based on var(0)'s value

my var(0) is randomized to either 0 or 1 at before intro

i tried putting this

Quote
[State 0, VarRandom]
type = VarRandom
trigger1 = roundstate = 0
v = 0
range = 0,1
;ignorehitpause =
;persistent =

into state -2, -3, state 190, 191, etc and I added anim = 190 + var(0)*10000 into state 190 (in both player and common cns) and nothing worked?

as you can guess, my anims are:
190 if var(0) = 0
10190 if var(0) = 1
20190 if var(0) = 2
etc
    

Re: variable issue

 January 19, 2013, 06:39:36 am View in topic context
 Posted by sgn15  in variable issue (Started by sgn15 January 18, 2013, 06:15:33 pm
 Board: M.U.G.E.N Development Help

wow, did not expect to see many replies. but i have a question again

Quote
IntPersistIndex = Variables with this index and above will not have their values reset to 0 between rounds or matches. There are 60 int variables, indexed from 0 to 59. If omitted, then it defaults to 60, meaning that none are persistent, i.e. all are reset. If you want your variables to persist between matches, you need to override state 5900 from common1.cns.

the OR in the bold phrase bothers me.

I never tinkered with my state 5900, whether about variables or something else, as in totally no changes whatsoever. So at least for my char, without anything changed/added to state 5900, intpersistindex affects both rounds AND matches, not OR as stated there above (and needing to override 5900 for it to persist between matches).

so which is true and correct? I'm confused
    

variable issue

 January 18, 2013, 06:15:33 pm View in topic context
 Posted by sgn15  in variable issue (Started by sgn15 January 18, 2013, 06:15:33 pm
 Board: M.U.G.E.N Development Help

I tried intpersistindex but variable persists between both rounds and matches.

so how do I persist the variable values only for rounds?

not sure about this but just for clarification for the sake of this question, what i meant was:
rounds - same enemy
matches - different enemies
    

Re: transformation problem

 December 06, 2012, 09:10:47 am View in topic context
 Posted by sgn15  in transformation problem (Started by sgn15 December 06, 2012, 08:52:57 am
 Board: M.U.G.E.N Development Help

uhm, I haven't tried since I don't have the char right now, but if that is the source of the problem, can you explain sir why it works in the other forms? like 25050 + 20010 ?

thanks in advance
    

transformation problem

 December 06, 2012, 08:52:57 am View in topic context
 Posted by sgn15  in transformation problem (Started by sgn15 December 06, 2012, 08:52:57 am
 Board: M.U.G.E.N Development Help

Hi, I am coding a character with multiple transformations. I used var(0) as transformation variable

var(0) values:
0 - base form
1 - 2nd form
2 - 3rd form
3 - 4th form
4 - 5th form
etc

I have edited the common1.cns file. everything is going well, except this state 5050 animation. I have anims 5050, 15050, 25050, and so on for each form in my .air file.

but the 2nd form (anim 15050) is not appearing for some reason, it is using anim 25050 in its 2nd form, so it is wrong.

Here are the edited parts of my state 5050. Did I overlooked and forgot to edit something ? I have tried editing and loading the char for more than 20 times now. the problem codes are in bold

Spoiler, click to toggle visibilty
    

Re: math related "power" issue

 October 06, 2012, 03:55:30 pm View in topic context
 Posted by sgn15  in math related "power" issue (Started by -SyN- October 06, 2012, 02:38:19 pm
 Board: M.U.G.E.N Development Help

wouldn't this be something like ceil or floor of power/powermax >= 0.33, then 0.67, then 1 for full bar?

edit: not sure if needing the ceil or floor, but power and powermax are integer values. probably depends if you use them as var or fvar or direct value of whatever parameter.
    

Re: Life Bar Help.

 September 18, 2012, 07:13:08 am View in topic context
 Posted by sgn15  in Life Bar Help. (Started by BIG BOSS September 18, 2012, 05:25:03 am
 Board: M.U.G.E.N Development Help

have you tried roundstate and assertspecial nobardisplay ?
    

Re: float to integer

 September 17, 2012, 07:27:35 am View in topic context
 Posted by sgn15  in float to integer (Started by sgn15 September 16, 2012, 05:49:17 pm
 Board: M.U.G.E.N Development Help

oh god, i forgot about those even if i have read the docs countless times. I have never used those math triggers. guess it's about damn time.

thanks
    

float to integer

 September 16, 2012, 05:49:17 pm View in topic context
 Posted by sgn15  in float to integer (Started by sgn15 September 16, 2012, 05:49:17 pm
 Board: M.U.G.E.N Development Help

so by using a process (which i cannot avoid), i have a float value in variable. i will use it for stuff that uses integer values, yeah i know the debug message and all that.

i used multiple fvars in this method and i will use the values in several supposedly integer values

so i am asking, what can i possibly do to "convert" float into integer? like truncating the fractional part of numbers and only getting the whole number part.
    

Re: Does this thing exist?/who is the author?/etc. thread.

 September 16, 2012, 10:24:01 am View in topic context
 Posted by sgn15  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
 Board: Requests

    

Re: some questions

 August 11, 2012, 10:14:33 am View in topic context
 Posted by sgn15  in some questions (Started by sgn15 August 04, 2012, 06:31:25 pm
 Board: M.U.G.E.N Development Help

sorry for late reply. i was busy.

if i go into clash state already, what is a good way to code the button-mashing detector?

like i keep going to the same state if i press a button while in clash state, then count it everytime i go back to the state?

and if the clash is for helpers (like beams) instead of characters, how will i code it differently (aside from parentvaradd) ?

ok for the bottom 2 questions.

I always have questions in mind, but i always forget them when i am posting here. sorry i will post my questions again when i remember them.