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Shado_Onikisu

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Messages by Shado_Onikisu

    

Re: Custom AI Trigger Help: Enemynear

 July 14, 2012, 02:07:26 am View in topic context
 Posted by Shado_Onikisu  in Custom AI Trigger Help: Enemynear (Started by Shado_Onikisu July 13, 2012, 10:58:30 pm
 Board: M.U.G.E.N Development Help

Well ive kinda made this code by looking at ABAB's AI method and how he codes his Character's AI.

Anyways lets just cut all that other crap out and just look at this below

TriggerAll=(P2BodyDist X+(EnemyNear(floor(fvar(36))),Vel X*3))=[42,57]

TriggerAll=(P2BodyDist Y+(EnemyNear(floor(fvar(36))),Vel Y*2+EnemyNear(floor(fvar(36))),Const(Movement.YAccel)*2)*(P2StateType=A&&EnemyNear(floor(fvar(36))),Vel Y >=1))>-100

you said " some other value indicating a standard period of time for them dropping"


that is what im really trying to do. Im trying to tell the AI to Attack when his opponent coming down and towards him at a certain speed, distance, and Height. the "(EnemyNear(floor(fvar(36)))" Bullcrap was put in there because i thought it needed to be and i don't know the proper way of typing it all in correctly so that Mugen can read and i don't get "error has occur Parsing Bullshit Bullshit Bullshit".   My current AI as of right now will always uses this move when he is going up, down, flying backwards, or going behind him. 


Oh yea the reason why This --->Random<=var(59)*100  was turn up so high is because thats how i test my AIs. I let it Spam the Move to see how is he gonna use it and if the X and Y Bodydist are Correct then when im done i toned it down so it won't be too predictable. i didn't think no one would look at that.



This----> var(59)>10 i don't know what it does. I thought it helped with the random. ^^ :???:

    

Custom AI Trigger Help: Enemynear

 July 13, 2012, 10:58:30 pm View in topic context
 Posted by Shado_Onikisu  in Custom AI Trigger Help: Enemynear (Started by Shado_Onikisu July 13, 2012, 10:58:30 pm
 Board: M.U.G.E.N Development Help

i Hope I'm Asking this Question in the right section.

Could anyone Please Explain to me about This trigger "Enemynear" and if these codes below are coded good enough that my AI will timed it correctly when he uses this move.


This is the Explosion Punch code i made For Mugenhunter Knuckles which is One of his Supers (you Know That Really Slow Fire Punch Move).

 i wanted knuckles to use it when someone is jumping towards him and so if he timed right the punch would land directly on his opponent when they land in front of him whether his enemy attack or not. i put the EnemyNear trigger in here and it look like it work, but now im confused about it because he used it a few times when his enemy was not in the air.

HELP PLZ
 


; Explosion Punch AI
[State -1, Explosion SDM/DM]
type = ChangeState
Value = ifelse(power>=2000,3030,3020)
TriggerAll = var(59)
triggerall = !Win
triggerall = power>=1000
triggerall = StateType != A
TriggerAll=Ctrl||(stateno=[19,21])||(stateno=100&&time>5)||stateno=101||(stateno=[120,149])
TriggerAll=(P2BodyDist X+(EnemyNear(floor(fvar(36))),Vel X*3))=[42,57]
TriggerAll=(P2BodyDist Y+(EnemyNear(floor(fvar(36))),Vel Y*2+EnemyNear(floor(fvar(36))),Const(Movement.YAccel)*2)*(P2StateType=A&&EnemyNear(floor(fvar(36))),Vel Y >=1))>-100
TriggerAll=EnemyNear(floor(fvar(36))),MoveType=A
TriggerAll=EnemyNear(floor(fvar(36))),stateno!=[5000,5999]
TriggerAll=Random<=var(59)*100||var(59)>9
TriggerAll=EnemyNear(floor(fvar(36))),AnimTime<=-3||var(59)<7
TriggerAll=EnemyNear(floor(fvar(36))),Time>=30||(!Time&&var(59)>9)||var(59)>10
Trigger1 = EnemyNear(floor(fvar(36))),Time>=50||var(59)>=11
Trigger2 = (PrevStateNo=[5000,5270])
Trigger3 = (PrevStateNo=[120,159])

; Explosion Punch AI
[State -1,Explosion SDM/DM]
type = ChangeState
Value = ifelse(power>=2000,3030,3020)
triggerall = var(59)&&(Random<=var(59)*100)
triggerall = RoundState = 2
triggerall = StateType != A
triggerall = EnemyNear(floor(fvar(36))),StateType != L
Triggerall = !inguarddist
triggerall = power >= 1000
TriggerAll=(P2BodyDist X+(EnemyNear(floor(fvar(36))),Vel X*3))=[42,57]
TriggerAll=(P2BodyDist Y+(EnemyNear(floor(fvar(36))),Vel Y*3+EnemyNear(floor(fvar(36))),Const(Movement.YAccel)*6)*(P2StateType=A&&EnemyNear(floor(fvar(36))),Vel Y >=1))=[-100,-46]
triggerall = Ctrl||(stateno=[19,21])||(stateno=100&&time>5)||stateno=101||stateno=0||(stateno=[120,149])
trigger1 = EnemyNear(floor(fvar(36))),MoveType = H
trigger1 = (EnemyNear(floor(fvar(36))),StateNo != [120,159])

; Explosion Punch AI
[State -1,Explosion SDM/DM]
type = ChangeState
triggerall = var(59)
triggerall = StateType != A
triggerall = EnemyNear(floor(fvar(36))),StateType != L
Triggerall = !inguarddist
Triggerall = Random <= var(59)*100
TriggerAll=(P2BodyDist X+(EnemyNear(floor(fvar(36))),Vel X*3))=[42,57]
TriggerAll=(P2BodyDist Y+(EnemyNear(floor(fvar(36))),Vel Y*3+EnemyNear(floor(fvar(36))),Const(Movement.YAccel)*6)*(P2StateType=A&&EnemyNear(floor(fvar(36))),Vel Y>=1))=[-100,-56]
triggerall = Ctrl||(stateno=[19,21])||(stateno=100&&time>5)||stateno=101||(stateno=[120,149])
triggerAll = power >= 1000
TriggerAll = EnemyNear(floor(fvar(36))),AnimTime <= -3
triggerAll = EnemyNear(floor(fvar(36))),MoveType = I
TriggerAll = EnemyNear(floor(fvar(36))),stateno!=[5000,5999]
triggerall = EnemyNear(floor(fvar(36))),StateType = A
Trigger1 = EnemyNear(floor(fvar(36))),MoveType = H
Trigger1 = !EnemyNear(floor(fvar(36))),Ctrl
Value = ifelse(power>=2000,3030,3020)





    

Re: Taunt Disables

 May 22, 2012, 03:19:37 pm View in topic context
 Posted by Shado_Onikisu  in Taunt Disables (Started by ogelitnum March 17, 2010, 03:26:32 pm
 Board: M.U.G.E.N Development Help

How can i make my character's AI Taunt when he wins in Simul mode or Single mode?

i just want him to taunt once everytime right after a KO

This is how i have it now, but he randomly does this during the match.


;Taunt
[state -1]
type = changestate
value = 195
triggerall = var(58)
triggerall = Win
triggerall = statetype !=A
trigger1 = ctrl
trigger1 = !time



PLEASE HELP
    

Re: Mugenhunter AI Patches (Project)

 May 02, 2012, 11:34:59 pm View in topic context
 Posted by Shado_Onikisu  in Mugenhunter AI Patches (Project) (Started by Shado_Onikisu December 31, 2011, 09:37:29 pm
 Board: Projects

I personally feel those characters should be totally re-worked  :(
do you know anybody that could make new sprites for these Characters? Mainly Sonic, Shadow, Knuckles, and Ashura?
Ive added new moves to them but i need proper sprites to make them look better and Have Better Attack Range.

    

Mugenhunter AI Patches (Project)

 December 31, 2011, 09:37:29 pm View in topic context
 Posted by Shado_Onikisu  in Mugenhunter AI Patches (Project) (Started by Shado_Onikisu December 31, 2011, 09:37:29 pm
 Board: Projects

Im Currently Working on Mugenhunter's Characters AI So that they will fight better in Watch mode or against you. Right now i made AI for Sonic, Ashura, Shadow,Manic and Knuckles. Try out the Ones i made and let me know what y'all think about it. I kept Manic's AI because im having a hard time with him and he doesn't really have good finishing moves or ...well moves at all.

The AI Links are down below

zshare Links:

*EDIT JAN 28, 2012* Ive updated them some more and reuploaded the AI


ive move them to another Site.

heres the new link *EDIT May 2, 2012

http://www.4shared.com/folder/PCkXt-XH/Mugenhunter_AI_Patch.html