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Messages by CRZ

    

Re: Problem with time, animtime, animelemtime etc

 November 21, 2010, 11:33:51 am View in topic context
avatar  Posted by CRZ  in Problem with time, animtime, animelemtime etc (solved) (Started by CRZ November 20, 2010, 05:29:43 pm
 Board: M.U.G.E.N Development Help

Aside from the fact i wouldn't really use animelem, your problem isn't too bad

trigger1 = p2stateno = 650 && AnimElem = 1

That doesn't redirect on the anim. It's checking if p2stateno is 650, that's fine. It then checks if YOU are on animelem = 1, not your opponent. Add a redirect.

Yup, added the Enemy redirect and it works. Thanks :D :D
    

Problem with time, animtime, animelemtime etc (solved)

 November 20, 2010, 05:29:43 pm View in topic context
avatar  Posted by CRZ  in Problem with time, animtime, animelemtime etc (solved) (Started by CRZ November 20, 2010, 05:29:43 pm
 Board: M.U.G.E.N Development Help

Hey guys,

I'm trying to get my character to do a jumping medium kick while she's in the air at the exact moment that her opponent gets into the jumping heavy kick animation. My AI code goes:

[State -1, Jump(AI)] ==> to make my character jump the moment her opponent jumps
type= ChangeState
triggerall = var(59)
value=40
trigger1 = Enemy, Name = "Elis" && Enemy, Authorname = "CR"
trigger1 = statetype = S || statetype = C
trigger1 = statetype != A
trigger1 = p2bodydist X <= 170
trigger1 = ctrl
trigger1 = p2stateno = 40

[State -1, Jump Medium Kick(AI]
type = Changestate
value = 640
triggerall = var(59)
triggerall = ctrl
triggerall = statetype = A
trigger1 = Enemy,Name ="Elis" && Enemy, AuthorName = "CR"
trigger1 = p2stateno = 650 && AnimElem = 1
trigger1 = p2bodydist X <= 70 (this is so that the character will kick only when the opponent is near enough)

It doesn't seem to work though - the character does jump the moment her opponent jumps, but when the opponent starts doing her jump heavy kick she does not do her jumping medium kick. I tried changing AnimElem =1 to time = 0 and AnimElemtime(1) = 0, with no results.

1) Is there something wrong with the way I coded the time/animtime etc triggers?
2) Is there an alternate trigger for animations of the opponent (something like p2animno though it doesn't exist?)

Thanks!

    

Re: Inactive character - sits there and does almost nothing

 November 18, 2010, 10:47:06 am View in topic context
avatar  Posted by CRZ  in Inactive character - sits there and does almost nothing (solved) (Started by CRZ November 14, 2010, 05:40:17 pm
 Board: M.U.G.E.N Development Help

Quote
Is there some sort of variable I can adjust so that it attacks more actively?
No, there isn't. The only thing that determines which attack will be used are the random buttons pressed by the CPU. Difficulty and AI.cheat have some influence, but those are global for the game and have nothing to do with your character.


There is only one way to solve this problem :
Code an AI.
Without that, you can't influence how the character attacks at all, and the engine is quite dumb at that.

I'd recommend reading this to understand what to do, why, and how : http://elecbyte.com/wiki/index.php/AI

But what makes the CPU press the random buttons so actively for one character and so little for the other? Yeah I could try coding AI..

The more commands you have, the more likely the AI is to choose one. Hence why many people used the "Human Impossible Commands" method of AI activation in the winmugen era before Winane's method became popular (both methods are now obsolete now that mugen 1.0 has the AIlevel trigger, but they still work.)

Hmm..yeah I tried the Human Impossible Commands method and it worked. The character's up and running now. Thanks guys for the help!
    

Re: Inactive character - sits there and does almost nothing

 November 15, 2010, 05:28:40 pm View in topic context
avatar  Posted by CRZ  in Inactive character - sits there and does almost nothing (solved) (Started by CRZ November 14, 2010, 05:40:17 pm
 Board: M.U.G.E.N Development Help

Quote
Is there some sort of variable I can adjust so that it attacks more actively?
No, there isn't. The only thing that determines which attack will be used are the random buttons pressed by the CPU. Difficulty and AI.cheat have some influence, but those are global for the game and have nothing to do with your character.


There is only one way to solve this problem :
Code an AI.
Without that, you can't influence how the character attacks at all, and the engine is quite dumb at that.

I'd recommend reading this to understand what to do, why, and how : http://elecbyte.com/wiki/index.php/AI

But what makes the CPU press the random buttons so actively for one character and so little for the other? Yeah I could try coding AI..
    

Inactive character - sits there and does almost nothing (solved)

 November 14, 2010, 05:40:17 pm View in topic context
avatar  Posted by CRZ  in Inactive character - sits there and does almost nothing (solved) (Started by CRZ November 14, 2010, 05:40:17 pm
 Board: M.U.G.E.N Development Help

Hi all,

I have this character with almost all the basic moves and a few specials. I've not coded any AI for this character yet. Thing is when controlled by the CPU it just tends to sit there and do nothing, attacking only once in awhile and mostly blocking enemy attacks. Is there some sort of variable I can adjust so that it attacks more actively? Cos I have this other character which tends to keep attacking whether the opponent is near or far (AI not coded too). Appreciate the help, thanks
    

Re: Chain combos won't connect!

 June 04, 2010, 06:45:31 am View in topic context
avatar  Posted by CRZ  in Chain combos won't connect! (Started by CRZ May 25, 2010, 04:33:45 pm
 Board: M.U.G.E.N Development Help

Mugen's juggle system is weird. If you set the juggle points, that is how many you have. Provided you have SOME points, you can hit at least once. Unless you set the points to 0.

You can have 2 juggle points and have an attack use 30 juggle points. and it'll hit, but nothing else after that will.

Most people don't use it.

Ah I see. Thanks again :D
    

Re: Chain combos won't connect!

 May 31, 2010, 04:13:31 pm View in topic context
avatar  Posted by CRZ  in Chain combos won't connect! (Started by CRZ May 25, 2010, 04:33:45 pm
 Board: M.U.G.E.N Development Help

You're making use of Juggle, is it actually configured to have more than 1 point?

Hey guys, sorry I replied late. I've finally found out the cause of the problem - as Cyanide mentioned, it's the juggle thing. I found out that if I set max juggle points to zero, all attacks shouldn't have any juggle points for them - I had 0 juggle points but non-zero points for attacks, hence the problem. But just curious, why/how does juggle affect combo-ing? Doesn't it only affect how much the opponent flies here and there after getting hit in the air?

Anyway, thanks much to all for the help - this topic is solved! :)
    

Re: Chain combos won't connect!

 May 25, 2010, 04:50:02 pm View in topic context
avatar  Posted by CRZ  in Chain combos won't connect! (Started by CRZ May 25, 2010, 04:33:45 pm
 Board: M.U.G.E.N Development Help

Hi,

Yup I've tested it on other characters, it doesn't chain with them as well. My character has hit boxes for all hit and recover states.

Funny thing is I've another character using the same code as this one, and it's working well with no probs =(
    

Chain combos won't connect!

 May 25, 2010, 04:33:45 pm View in topic context
avatar  Posted by CRZ  in Chain combos won't connect! (Started by CRZ May 25, 2010, 04:33:45 pm
 Board: M.U.G.E.N Development Help

Okay I've searched everywhere in this forum for a similar problem but couldn't find one. Basically, I'm using Fighter Factory 1.0.12.2005 UP3 (am very new to Mugen here folks) and I've coded my character to chain stand LP ==> stand LK and vice-versa. The combos chain properly but the second attack doesn't hit - I've assigned collision boxes for both high/low, hit/recover states.

E.g here's one of my codes:

;Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230
trigger2 = movecontact

;Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = movecontact

and here're the codes for LP and LK:

[Statedef 200]
type    = S            
movetype= A         
physics = S            
juggle  = 1            
velset = 0,0         
ctrl = 0            
anim = 200            
poweradd = 20         
sprpriority = 2         

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         
damage = 30, 0         
animtype = Light         
guardflag = MA         
hitflag = MA         
priority = 3, Hit                        
pausetime = 8, 8         
sparkno = 0            
sparkxy = -10, -76                     
hitsound = S102, 4         
guardsound = S103,0         
ground.type = High      
ground.slidetime = 5      
ground.hittime  = 12      
ground.velocity = -4      
airguard.velocity = -1.9,-.8   
air.type = High         
air.velocity = -1.4,-3                     
air.hittime = 12   

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
      


[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 230, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA         
damage = 30, 0         
animtype = Light      
guardflag = MA         
hitflag = MA         
priority = 3, Hit                        
pausetime = 8, 8         
sparkno = 0         
sparkxy = -10, -30                     
hitsound = S102, 1         
guardsound = S103, 0         
ground.type = Low      
ground.slidetime = 5      
ground.hittime  = 12      
ground.velocity = -4      
airguard.velocity = -1.9,-.8   
air.type = High         
air.velocity = -1.4,-3                     
air.hittime = 12         

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



If I press LK then LP, LK hits, but not LP. And if I do LP then LK, LP hits but not LK. Can someone tell me what's wrong??