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Re: Projectile Questions?

 February 12, 2008, 06:40:21 am View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

Its funny, I edited my psot just as you were typing. Fixed the problems and now the problem is the projectile gets pushed back with him, I jsut wanted him to get pushed back.
    

Re: "Error message: can't open stage: random" apearing in playing arcade

 February 12, 2008, 05:59:01 am View in topic context
avatar  Posted by MUGENforever  in "Error message: can't open stage: random" apearing in playing arcade (Started by rad111 February 02, 2008, 04:38:42 pm
 Board: M.U.G.E.N Configuration Help

Lol, I'm glad he posted that link to fix the error. Been annoying the hell outta me.
    

Re: Restrict prohectile to one?

 February 12, 2008, 05:31:11 am View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

I'm gonna use this thread for my projectile questions (if I should make a new one say something).

Anyway, I was trying to make my character get pushed back a litlle after using a projectile, so I gave him posadd, but now he crashes and it says "Need at least one state controller." Here is the line of code in the CNS for it.

I go tit to work, but now there si a new issue, the projectile moves back with the character  --;

;Electric Vortex
[StateDef 3001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1000
poweradd = -3000

[State 3001, 1]                      ;Got it to work, needed a space between State and 3001.
type = posadd
trigger1 = AnimElem = 4
x = -25

[State 3001, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3001
projhitanim = 3001
projpriority = 100
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projID = 3001
projremovetime = 200
projscale = .5, .5
projhits = 25
offset = 47,-41
velocity = 0
attr = S, SP
damage   = 5, 5
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 = -15
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

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

Another problem I'm having is that I made it so they can use the attack on the ground or in the air, but now when he uses it in the air, he gets stuck up there.  This is the line for the code for CMD.  The CNS is above.

[Statedef -1]

;Electric Vortex
[State -1, Electric Vortex]
type = ChangeState
value = 3001
triggerall = command = "Electric Vortex"
triggerall = power >= 3000
trigger1 = (statetype = s) && ctrl
trigger2 = (statetype = a) && ctrl
    

Re: Restrict prohectile to one?

 February 12, 2008, 01:54:54 am View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

Thank you, one quick question, is projpriority the priority it has if it clashes with another projectile or the priority the AI takes for using that attack?
    

Re: Restrict prohectile to one?

 February 11, 2008, 10:42:53 pm View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

I do try it. I've tried many thins, trust me.  I just don't speak l33t so some of its hard for me to understand.  So I put it like I was told, but The character can still fire any number of them, this is my CMD

;Floor Fire
[State -1, Floor Fire]
type = ChangeState
value = 1005
triggerall = command = "Floor Fire"
trigger1 = (statetype = s) && ctrl
trigger1 = numprojID(10) = 0

This is my CNS

;----------------------
;Floor Fire
[StateDef 1005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1006
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
ID = 10
offset = 47,-41
velocity = .5
attr = S, SP
damage   = 50
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 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

Am I missing something?
    

Re: Rare Akuma: With a Vengeance

 February 11, 2008, 09:13:06 pm View in topic context
avatar  Posted by MUGENforever  in Rare Akuma IV (Started by PotS October 20, 2007, 04:56:17 pm
 Board: Edits & Add-ons

Can you guys give me a list of super cheap AIs that I can download? I want to put together a mugen game with them lol.
    

Re: Goddess Justice Updated By HellToast Inc.! (Rare Akuma NOT Defeated)

 February 11, 2008, 08:53:35 pm View in topic context
avatar  Posted by MUGENforever  in Goddess Justice Updated By HellToast Inc.! (Rare Akuma NOT Defeated) (Started by helltoast February 05, 2008, 01:08:35 am
 Board: Edits & Add-ons

When I try to run mugen after I put her in, it crashes before I can even see the title screen :(
    

Re: Restrict prohectile to one?

 February 11, 2008, 08:33:34 pm View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1006
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
ID = 10
offset = 47,-41
velocity = .5
attr = S, SP
damage   = 50
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

Like that?  Sorry if I'm slow with this, I'm more of a visual and do and learn type of person.
    

Re: Restrict prohectile to one?

 February 11, 2008, 06:07:53 pm View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

I did that, it doesn't work.

;Floor Fire
[StateDef 1005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30
ID = 10

[State 1005, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1006
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 47,-41
velocity = .5
attr = S, SP
damage   = 50
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 1005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Floor Fire
[State -1, Floor Fire]
type = ChangeState
value = 1005
triggerall = command = "Floor Fire"
trigger1 = (statetype = s) && ctrl
trigger1 = numprojID(10) = 0
    

Re: Restrict prohectile to one?

 February 11, 2008, 05:46:56 pm View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

So I add to the CNS

ID = ####   ;This goes uner the projectile I wan to limit?

and

trigger1 = numprojID(####) = 0    ;This goes in the cmd under the projectile I want to limit?
    

Re: Rare Akuma: With a Vengeance

 February 11, 2008, 07:51:28 am View in topic context
avatar  Posted by MUGENforever  in Rare Akuma IV (Started by PotS October 20, 2007, 04:56:17 pm
 Board: Edits & Add-ons

Lol, I just put him up vs Omega Tom Hanks, non of them were damaging the other, then akuma hit him with the 999 attack but omega wouldn't go down and kept attack and akuma was stuck in the 999 combo tryin to kill then my mugen errored because to much shit going on lol.
    

Re: Restrict prohectile to one?

 February 11, 2008, 07:09:02 am View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

So I would add lines of code looking like this?

NumProjId = ####
trigger1 = NumProjID(####) = 1
ProjectContact[ID] = ####
trigger1 = ProjContact#### = 1
ProjCancelTime = #
trigger1 = ProjCancelTime(####) = 1
NumProj
    

Question about releasing a character.

 February 11, 2008, 06:19:21 am View in topic context
avatar  Posted by MUGENforever  in Question about releasing a character. (Started by MUGENforever February 11, 2008, 06:19:21 am
 Board: M.U.G.E.N Discussion

Am I allowed to release a character who uses soley sprites, palletes and sounds that are of anothers character?
    

Re: Restrict prohectile to one?

 February 11, 2008, 05:25:51 am View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

I got this from the ID
Returns the ID number of the player. The ID number is unique for every player throughout the course of a match. Any helper that is created during this time will also receive its own unique ID number. This trigger may be useful for getting opponents' ID numbers, to be later used with the "playerID" redirection keyword (see exp docs). Do not confuse playerID with targetID.

 

Format:

  ID

 

Arguments:

  none

 

Return type:

  int

 

Error conditions:

  none

 

Example:

  value = ID

    This sets value to the ID number of the current player.

  value = EnemyNear, ID

    This sets value to the ID number of the nearest opponent.



I got his for a projectile count
NumProj

------------------------------------------------------------

 

Returns the total number of projectiles currently owned by the player.

 

Format:

  NumProj

 

Arguments:

  none

 

Return type:

  int

 

Error conditions:

  none

 

Example:

  trigger1 = NumProj = 0

    Triggers if the player has no currently active projectiles.


I understand the givign an Id thing I just add it as

ID = ####

That goes under the statedef.

I can't figure out how to do what I want though, I read up on the projectile parts but I couldn't understand most of it, the mojority of them under the projectiles wer trigger effects.

Would I add

trigger1 = NumProj = 1

under [state ####, #]

I found triggers, but I can't find the effects



Could someone just post one they have that allows only one of it to be fired at a time?
    

Projectile Questions?

 February 11, 2008, 03:32:13 am View in topic context
avatar  Posted by MUGENforever  in Projectile Questions? (Started by MUGENforever February 11, 2008, 03:32:13 am
 Board: M.U.G.E.N Development Help

Is there a line of code I can add to restrict my character from launching another of the same fireball if there is one already in the air?

Is there a line of code I can add to restrict my character from launching a different fireball if there is one already in the air?
    

Re: Multiple Air Attack Problems

 February 10, 2008, 07:59:34 pm View in topic context
avatar  Posted by MUGENforever  in Multiple Air Attack Problems (Started by MUGENforever February 10, 2008, 07:27:31 am
 Board: M.U.G.E.N Development Help

Thank you so much, it works now, I took out the -1 from the animation and clicked loopframe and it works, thank you and everyone else for the help.
    

Re: Multiple Air Attack Problems

 February 10, 2008, 06:39:26 pm View in topic context
avatar  Posted by MUGENforever  in Multiple Air Attack Problems (Started by MUGENforever February 10, 2008, 07:27:31 am
 Board: M.U.G.E.N Development Help

I was going for case 1 where my character can swing more than once in the air.

If I take out the -1 at the end of the air file, the character, doesn't get stuck once he hits the ground, but his attack loops over and over in the air.
    

Re: Multiple Air Attack Problems

 February 10, 2008, 09:37:10 am View in topic context
avatar  Posted by MUGENforever  in Multiple Air Attack Problems (Started by MUGENforever February 10, 2008, 07:27:31 am
 Board: M.U.G.E.N Development Help

Yes, I added it back though aand tried, I thought it worked, but it didn't.  Here is the air files for air attacks.

AIR___________________

;Air Light Punch
[Begin Action 600]
Clsn2: 1
  Clsn2[0] = -23, -108, 23, -38
605,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 20, -97, 55, -64
Clsn2: 1
  Clsn2[0] = -27, -108, 20, -38
605,1, 0,0, 8
Clsn1: 1
  Clsn1[0] = 20, -97, 55, -64
Clsn2: 1
  Clsn2[0] = -27, -108, 20, -38
605,1, 0,0, -1


;Air Medium Punch
[Begin Action 601]
Clsn2: 1
  Clsn2[0] = -44, -109, 22, -44
615,0, 0,0, 3
Clsn1: 1
  Clsn1[0] = 4, -94, 61, -62
Clsn2: 1
  Clsn2[0] = -31, -107, 17, -46
615,1, 0,0, 8
Clsn1: 1
  Clsn1[0] = 4, -94, 61, -62
Clsn2: 1
  Clsn2[0] = -31, -107, 17, -46
615,1, 0,0, -1


;Air Hard Punch
[Begin Action 602]
Clsn2: 1
  Clsn2[0] = -25, -109, 22, -38
740,1, 0,0, 3
Clsn1: 1
  Clsn1[0] = 17, -95, 47, -52
Clsn2: 1
  Clsn2[0] = -30, -105, 18, -42
740,2, 0,0, 5
Clsn2: 1
  Clsn2[0] = -24, -108, 21, -43
740,1, 0,0, 2
Clsn1: 1
  Clsn1[0] = 2, -89, 51, -58
Clsn2: 1
  Clsn2[0] = -30, -107, 14, -45
740,3, 0,0, 5
Clsn1: 1
  Clsn1[0] = 2, -89, 51, -58
Clsn2: 1
  Clsn2[0] = -30, -107, 14, -45
740,3, 0,0, -1


;Air Light Kick
[Begin Action 604]
Clsn2: 1
  Clsn2[0] = -24, -112, 32, -48
400,0, 0,-50, 3
Clsn1: 3
  Clsn1[0] = 14, -98, 36, -78
  Clsn1[1] = 26, -70, 66, -47
  Clsn1[2] = 1, -80, 39, -57
Clsn2: 1
  Clsn2[0] = -20, -105, 15, -48
410,0, 0,-50, 7
Clsn1: 3
  Clsn1[0] = 14, -98, 36, -78
  Clsn1[1] = 26, -70, 66, -47
  Clsn1[2] = 1, -80, 39, -57
Clsn2: 1
  Clsn2[0] = -20, -105, 15, -48
410,0, 0,-50, -1


;Air Medium Kick
[Begin Action 605]
Clsn2: 1
  Clsn2[0] = -22, -114, 36, -48
400,0, 0,-50, 3
Clsn1: 1
  Clsn1[0] = 6, -74, 76, -47
Clsn2: 1
  Clsn2[0] = -22, -112, 25, -46
400,1, 0,-50, 8
Clsn1: 1
  Clsn1[0] = 6, -74, 76, -47
Clsn2: 1
  Clsn2[0] = -22, -112, 25, -46
400,1, 0,-50, -1


;Air Hard Kick
[Begin Action 606]
Clsn2: 1
  Clsn2[0] = -28, -109, 27, -46
620,0, 0,0, 3
Clsn1: 2
  Clsn1[0] = 69, -65, 95, -46
  Clsn1[1] = 21, -92, 69, -48
Clsn2: 2
  Clsn2[0] = -34, -72, -14, -48
  Clsn2[1] = -15, -108, 23, -47
620,1, 0,0, 6
Clsn1: 2
  Clsn1[0] = 69, -65, 95, -46
  Clsn1[1] = 21, -92, 69, -48
Clsn2: 2
  Clsn2[0] = -34, -72, -14, -48
  Clsn2[1] = -15, -108, 23, -47
620,1, 0,0, -1


Here is the CNS for an air atatck, didn't post them all cause they're basically the same with diff animations and stuff.

CNS_____________________________

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

[State 606, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 65
animtype = Light
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
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

Here is the CMD

CMD_________________

[command]
name = "Air Hard Kick"
command = c
time = 15

[command]
name = "Air Medium Kick"
command = b
time = 15

[command]
name = "Air Light Kick"
command = a
time = 15

[command]
name = "Air Hard Punch"
command = z
time = 15

[command]
name = "Air Medium Punch"
command = y
time = 15

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

[Statedef -1]

;Air Hard Kick
[State -1, Air Hard Kick]
type = ChangeState
value = 606
triggerall = command = "c"
triggerall = statetype = a
trigger1 = (statetype = a) && ctrl

;Air Medium Kick
[State -1, Air Medium Kick]
type = ChangeState
value = 605
triggerall = command = "b"
trigger1 = (statetype = a) && ctrl

;Air Light Kick
[State -1, Air Light Kick]
type = ChangeState
value = 604
triggerall = command = "a"
trigger1 = (statetype = a) && ctrl

;Air Hard Punch
[State -1, Air Hard Punch]
type = ChangeState
value = 602
triggerall = command = "z"
trigger1 = (statetype = a) && ctrl

;Air Medium Punch
[State -1, Air Medium Punch]
type = ChangeState
value = 601
triggerall = command = "y"
trigger1 = (statetype = a) && ctrl

;Air Light Punch
[State -1, Air Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = (statetype = a) && ctrl


Thanks for the help everyone, I'm gonna call it a night, see you tomorrow, hopefully womeone has the solution by then.
    

Re: Multiple Air Attack Problems

 February 10, 2008, 09:19:24 am View in topic context
avatar  Posted by MUGENforever  in Multiple Air Attack Problems (Started by MUGENforever February 10, 2008, 07:27:31 am
 Board: M.U.G.E.N Development Help

nothign happens/chages when I add that.
    

Re: Multiple Air Attack Problems

 February 10, 2008, 09:08:23 am View in topic context
avatar  Posted by MUGENforever  in Multiple Air Attack Problems (Started by MUGENforever February 10, 2008, 07:27:31 am
 Board: M.U.G.E.N Development Help

I did what vinny said, I'm just left with one last problem now, once he hits the floor he gets stuck in the air pose till i press another button.