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MUGENforever

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Messages by MUGENforever

    

Re: "Testing" Problem in Fighter Factory

 February 19, 2008, 10:11:03 pm View in topic context
avatar  Posted by MUGENforever  in "Testing" Problem in Fighter Factory (Started by Manda February 19, 2008, 06:45:18 pm
 Board: M.U.G.E.N Development Help

You need to put the button to activate the command in the quotes  :P

triggerall = command = "command name or single button goes here. (for your punches and stuff I would use single button)"

you also don't need a second instance of light punch, ok here is an example of one of my base attacks.

[command]
name = "Standing Light Punch"
command = x
time = 15

[Statedef -1]

;Standing Light Punch
[State -1, Standing Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
trigger1 = (statetype = s) && ctrl
    

Re: Projheightbound does not work?

 February 19, 2008, 09:14:06 pm View in topic context
avatar  Posted by MUGENforever  in Projheightbound does not work? (Started by MUGENforever February 19, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help

ugh, had double instances of it...  --;
    

Re: "Testing" Problem in Fighter Factory

 February 19, 2008, 09:05:37 pm View in topic context
avatar  Posted by MUGENforever  in "Testing" Problem in Fighter Factory (Started by Manda February 19, 2008, 06:45:18 pm
 Board: M.U.G.E.N Development Help

This is where your going to put your commands and triggers to activate your attacks, so you better learn it if your planning on making a character.

Scroll down through it and you will see commands labeled ;required, do not remove.  You need to give your character all of those.
    

Re: Projheightbound does not work?

 February 19, 2008, 09:01:20 pm View in topic context
avatar  Posted by MUGENforever  in Projheightbound does not work? (Started by MUGENforever February 19, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help

;---------------------------------
;Air Fireball Strong
[StateDef 1032]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 1008
poweradd = 70

[State 1032, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1030
projhitanim = 1031
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremovetime = 21
projheightbound = -240, 50
offset = 47,-10
velocity = 6, 6
attr = S, SP
damage   = 80, 20
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 1032, Snd1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,7
volume = 50

[State 1032, end]
type = ChangeState
trigger1 = AnimTime = 2
value = 47
ctrl = 1
    

Re: "Testing" Problem in Fighter Factory

 February 19, 2008, 08:44:32 pm View in topic context
avatar  Posted by MUGENforever  in "Testing" Problem in Fighter Factory (Started by Manda February 19, 2008, 06:45:18 pm
 Board: M.U.G.E.N Development Help

When you download mugen, you get KFM character with it.  Kfm.cmd is in the same place you are going to put the cmd for your character.  In the folder with all the characters information.
    

Projheightbound does not work?

 February 19, 2008, 08:13:32 pm View in topic context
avatar  Posted by MUGENforever  in Projheightbound does not work? (Started by MUGENforever February 19, 2008, 08:13:32 pm
 Board: M.U.G.E.N Development Help

I gave my Air Fireball attack

projheightbound = -240, 50

But the projectile still exits off the screen, I played around with the numbers for like 5 mintues, but anything I put, the fireball could always exit off the screen the same amount.

How do I make it so when the projectile hits the floor it explodes?
    

Re: Attack stopped working

 February 19, 2008, 07:27:55 pm View in topic context
avatar  Posted by MUGENforever  in Attack stopped working (Started by MUGENforever February 19, 2008, 08:28:19 am
 Board: M.U.G.E.N Development Help

It worked, thanks. :sugoi:

Kinda wierd though.  --;
    

Re: Attack stopped working

 February 19, 2008, 04:58:16 pm View in topic context
avatar  Posted by MUGENforever  in Attack stopped working (Started by MUGENforever February 19, 2008, 08:28:19 am
 Board: M.U.G.E.N Development Help

There is only one [Statedef -1], its only shown like there is two because I wrote them seperately and wrote [Statedef -1] in both jsut to show they were under it.

Here is entire thing from cmd, well all the specials/supers without the air fireballs included, spoiler from post OP is what I put in to include the airfire balls that then stop the shockwave attack from working.

Spoiler, click to toggle visibilty
    

Re: Attack stopped working

 February 19, 2008, 01:47:33 pm View in topic context
avatar  Posted by MUGENforever  in Attack stopped working (Started by MUGENforever February 19, 2008, 08:28:19 am
 Board: M.U.G.E.N Development Help

The value is the statedef not the anim, the attack works perfectly fine when the air fireballs are not there.
    

Attack stopped working

 February 19, 2008, 08:28:19 am View in topic context
avatar  Posted by MUGENforever  in Attack stopped working (Started by MUGENforever February 19, 2008, 08:28:19 am
 Board: M.U.G.E.N Development Help

I added some new air fireball attacks, and this attack all of a suddden doesnt work anymore  o_O

CNS for the attack ------------------
;---------------------------
;Shockwave
[StateDef 3020]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 1008
poweradd = -1000

[State 3020, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 3020
projhitanim = 3022
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = 8, 4
attr = S, SP
damage   = 250, 100
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 3020, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8, 5
volume = 50

[State 3020, ChangeAnim]
type = ChangeAnim
trigger1 = pos Y = 0
value = 3021

[State 3020, end]
type = ChangeState
trigger1 = AnimTime = 2
value = 47
ctrl = 1

CMD looks like so for it --------------------------
[command]
name = "Shockwave"
command = B, D, F, x+y
time = 15

[Statedef -1]

;Shockwave
[State -1, Shockwave]
type = ChangeState
value = 3020
triggerall = command = "Shockwave"
triggerall = power >=1000
trigger1 = (statetype = a)



If you think what I added is relevant although I highly doubt it.

Apparently it is relevant because when I remove the CMD portion of this the other attack works again.  I'm lost.

Spoiler, click to toggle visibilty
    

Re: failed to load stage

 February 19, 2008, 06:58:22 am View in topic context
avatar  Posted by MUGENforever  in failed to load stage (Started by mugenload February 17, 2008, 09:17:26 am
 Board: M.U.G.E.N Configuration Help

Its an error in the game, if you don't want it to happen you have to set a stage for every player or you can google a winmugen fix patch that fixes that problem, I have it but I don't have the link, I think it was somewhere on e-snips.com
    

Re: Wtf, weird bug...

 February 19, 2008, 04:14:10 am View in topic context
avatar  Posted by MUGENforever  in Wtf, weird bug... (Started by MUGENforever February 19, 2008, 02:28:49 am
 Board: M.U.G.E.N Development Help

Its funny, after I fixed the air attack problems it hasn't happened again.
    

Re: Wtf, weird bug...

 February 19, 2008, 04:00:35 am View in topic context
avatar  Posted by MUGENforever  in Wtf, weird bug... (Started by MUGENforever February 19, 2008, 02:28:49 am
 Board: M.U.G.E.N Development Help

Yeah, it's a nothitby. Note the way the hitboxes stay light blue? You might have included a stupidly large amount of time on the nothitby. Like more ticks than neccessary. Go check.

What do you mean on the nothitby? I checked the air in the doc folder, but I couldn't find any state that had nothitby.
    

Re: Wtf, weird bug...

 February 19, 2008, 03:39:15 am View in topic context
avatar  Posted by MUGENforever  in Wtf, weird bug... (Started by MUGENforever February 19, 2008, 02:28:49 am
 Board: M.U.G.E.N Development Help

It happens vs other characters too, here is another video with collision boxes.

http://www.youtube.com/watch?v=oDkyWEWBUgw

At 00:19 he is grabed for the first time, but the bug does not occur.

At 00:33 he is grabed for the second time, and the bug occurs.

At 00:44 he is struck by Vega's special (in which if you do a physical attack it hurts you) and the bug is no longer there.

The colision boxes become a light blue color when he is unhitable.  I recently added to him state 5060 5160 the hitbounce state, could that be the problem?

Here is another video when it happens vs evil ryu when he get up from a fireball hit.

http://www.youtube.com/watch?v=Vgcsx71Y0bQ

At 00:34 is when it happens.  It looks like it is the hitbounce thats causing it

I also just noticed he is able to attack after being hit right away with ariel attacks, anyone know why this happens?  It started happening after I added the line to the cmd of my hard kicks to allow him to attack more than once in the air.

Trigger2 = Time = #
    

Re: Wtf, weird bug...

 February 19, 2008, 02:36:26 am View in topic context
avatar  Posted by MUGENforever  in Wtf, weird bug... (Started by MUGENforever February 19, 2008, 02:28:49 am
 Board: M.U.G.E.N Development Help

Well, I figured out it happens whenever he goes threw a pick up attack, but I have no idea how to fix somethign like this.
    

Wtf, weird bug...

 February 19, 2008, 02:28:49 am View in topic context
avatar  Posted by MUGENforever  in Wtf, weird bug... (Started by MUGENforever February 19, 2008, 02:28:49 am
 Board: M.U.G.E.N Development Help

    

Re: Help with fighter Factory

 February 19, 2008, 01:42:08 am View in topic context
avatar  Posted by MUGENforever  in Help with fighter Factory (Started by drewdown10 February 19, 2008, 01:33:17 am
 Board: M.U.G.E.N Development Help

First in your mugen/docs folder you have a file called  "air" open that and make sure your "BeginAction" is set to the appropriate numbers given in that file.
    

Re: Air Attack Question

 February 19, 2008, 01:37:22 am View in topic context
avatar  Posted by MUGENforever  in Air Attack Question (Started by MUGENforever February 18, 2008, 11:46:50 pm
 Board: M.U.G.E.N Development Help

Nvm it works. Thank you.
    

Re: Air Attack Question

 February 19, 2008, 01:16:17 am View in topic context
avatar  Posted by MUGENforever  in Air Attack Question (Started by MUGENforever February 18, 2008, 11:46:50 pm
 Board: M.U.G.E.N Development Help

No, no, no, I think there has been a misunderstanding.  I want my character just to be able to combo with air hits thats all.

But if I set ctrl to 1, he can combo like none other and use the same attack over and over which is not what I want.

I need to find a way to give him Ctrl after the attack without him changing states.
    

Air Attack Question

 February 18, 2008, 11:46:50 pm View in topic context
avatar  Posted by MUGENforever  in Air Attack Question (Started by MUGENforever February 18, 2008, 11:46:50 pm
 Board: M.U.G.E.N Development Help

For my air attacks, I want him to be able to combo with them, so I set them to ctrl = 1, but when I do that he can throw like 10 kicks or punches in a matter of seconds and thats too much comboing.  I figured to set the control to 0 and add something after the hit to give him contrl, but I don't know what to add =/.

How can I make it combo without allowing him to hit with it about 10 times in a row?

Here is what I have for one of the air attacks.

;------------------------------
;Air Hard Kick
[StateDef 606]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 606
poweradd = 65
sprpriority = 2

[State 606, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 65
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 7
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 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 606, Snd 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 4
volume = 50