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Cyanide

MFG Network Member

Messages by Cyanide

    

Re: "Please LEAVE Var(51) Unused"

 April 04, 2013, 10:24:51 am View in topic context
 Posted by Cyanide  in "Please LEAVE Var(51) Unused" (Started by UnoShe March 23, 2013, 02:02:29 am
 Board: Development

Nope, you need to come up with a method of managing the tag code without needing to use some variable in another player. What happens if they need all the variables they have to function?
    

Re: I think it would be wise to have a mugen 1.1 section in the site

 March 30, 2013, 08:12:01 am View in topic context
 Posted by Cyanide  in I think it would be wise to have a mugen 1.1 section in the site (Started by kenshin101 March 30, 2013, 08:00:04 am
 Board: M.U.G.E.N Discussion

That's because it's unreleased. What would be the point in showing everyone stuff they can't play with, possibly ever. What would be the point in developing heavily if there is a chance 1.1 will change from what it is. And it probably will. They may decide to skip it and simply go to 2.0. Based on the timing, maybe they are doing that.

There will not be a 1.1 section. If there is, it will probably subsume the 1.0 section as everything you released for 1.0 would work in 1.1. But as it hasn't been released there is no liklihood of that. Especially as it went to MAYBE 30 people and only about 2 of them would have anything to actually show.
    

Re: How Do You Make AI Patches?

 March 26, 2013, 06:13:29 am View in topic context
 Posted by Cyanide  in How Do You Make AI Patches? (Started by UltraNuparu February 02, 2013, 12:50:03 am
 Board: Development

Test test test test test test.

There is no other answer. Work out what he SHOULD be doing in certain situations and force him to do it. That's all.
    

Re: Helper landing

 March 25, 2013, 07:31:11 am View in topic context
 Posted by Cyanide  in Helper landing (Started by MDI March 25, 2013, 06:00:08 am
 Board: M.U.G.E.N Development Help

Remove the =. That'll fix it.
    

Re: Helper landing

 March 25, 2013, 06:02:06 am View in topic context
 Posted by Cyanide  in Helper landing (Started by MDI March 25, 2013, 06:00:08 am
 Board: M.U.G.E.N Development Help

Helper should be physics = N

change to landing state when pos Y> 0 (i keep forgetting the equation)

Make sure the landing state velset = y = 0 and posset = y = 0. Done.
    

Re: Ever Look Back?

 March 23, 2013, 11:49:04 pm View in topic context
 Posted by Cyanide  in Ever Look Back? (Started by chris20855 March 23, 2013, 03:52:44 am
 Board: All That's Left

I can't, the sites i visited are all dead and inaccessible.
    

Re: Bart Simpson to be judged by Mr. Burns in the UK

 March 23, 2013, 03:51:46 am View in topic context
 Posted by Cyanide  in Bart Simpson to be judged by Mr. Burns in the UK (Started by Bastard Walt March 22, 2013, 04:43:37 pm
 Board: All That's Left

It's Bartholomew, not Barton. Not real bart.
    

Re: Reliable Hitcount of helper type combos.

 March 23, 2013, 03:17:32 am View in topic context
 Posted by Cyanide  in Reliable Hitcount of helper type combos. (Started by WooshaQ March 22, 2013, 01:19:51 pm
 Board: M.U.G.E.N Development Help

gethitvar(hitcount)

Long as you stay inside hitstates, that increments per hit.
    

Re: How does the sparkxy work in hitdefs?

 March 23, 2013, 03:16:33 am View in topic context
 Posted by Cyanide  in How does the sparkxy work in hitdefs? (Started by Sheng Long March 22, 2013, 05:27:47 am
 Board: M.U.G.E.N Development Help

Vars are probably for some randomisation or something. Or set by the sparkxy value.

Try it, see if it gives you what you're after, there's nothing wrong with that bit of code. You might wanna take the variables out mind you.
    

Re: changestate problem

 March 23, 2013, 03:14:42 am View in topic context
 Posted by Cyanide  in changestate problem (Started by YoungSamurai5 March 23, 2013, 01:00:34 am
 Board: M.U.G.E.N Development Help

Can't see any reason for that to break apart from possibly mugen not liking spaces. Edit the characters to use _ instead and change your code accordingly, then try.

Gotta remember name and displayname are different as well.
    

Re: "LEAVE Var(51) Unused"

 March 23, 2013, 03:12:09 am View in topic context
 Posted by Cyanide  in "Please LEAVE Var(51) Unused" (Started by UnoShe March 23, 2013, 02:02:29 am
 Board: Development

That's not the right way to go about it. Come up with another method.
    

Re: How does the sparkxy work in hitdefs?

 March 23, 2013, 12:41:55 am View in topic context
 Posted by Cyanide  in How does the sparkxy work in hitdefs? (Started by Sheng Long March 22, 2013, 05:27:47 am
 Board: M.U.G.E.N Development Help

Do you need the regular one at all times? Sparkno = ifelse(weapon = 1, blood, no blood) is not an option?
    

Re: Warnings v2

 March 22, 2013, 11:14:33 pm View in topic context
 Posted by Cyanide  in Warnings v2 (Started by Valodim February 07, 2010, 09:40:57 pm
 Board: Public Staff discussion

I think 2 weeks is fair. I'd like a month cos he's really really annoying but that's not how it works.
    

Re: Reliable Hitcount of helper type combos.

 March 22, 2013, 11:12:53 pm View in topic context
 Posted by Cyanide  in Reliable Hitcount of helper type combos. (Started by WooshaQ March 22, 2013, 01:19:51 pm
 Board: M.U.G.E.N Development Help

helpers don't increment the counter properly unless they're still alive when the next one hits. The easiest way to achieve that is a global "no anim" state that all helpers go to after making movecontact

Criteria are. Movetype = A, and a destroyself when numtarget = 0
    

Re: Feedback to Warnings/Decisions

 March 22, 2013, 11:05:10 pm View in topic context
 Posted by Cyanide  in Feedback to Warnings/Decisions (Started by Iced February 24, 2012, 09:43:26 pm
 Board: Feedback

When you hover you get the original name of the account, not the current one, i meant that.
    

Re: How many still use the default blood sparks of mugen?

 March 22, 2013, 08:48:23 am View in topic context
 Posted by Cyanide  in How many still use the default blood sparks of mugen? (Started by Sheng Long March 21, 2013, 05:13:41 am
 Board: Development

They ought to. It's like a required sprite in screenpacks despite the fact it's kinda ugly and pointless. It's one of those ones where if you don't want to make your own you really should leave the existing one there so characters that DO use them (and there are a few, mostly dos conversions) don't glitch.
    

Re: Warnings v2

 March 22, 2013, 08:44:02 am View in topic context
 Posted by Cyanide  in Warnings v2 (Started by Valodim February 07, 2010, 09:40:57 pm
 Board: Public Staff discussion

If it wasn't for the fact deletion messes things up. I'd delete the new accounts.

I don't think new accounts should be merged unless the person in question really really wants their username changed. Like if MBH wanted it to say MissBHaven instead. Or Rajaa wanted RajaaBoy back. Simply changing for the fuck of it, no.

Possibility of permaban the name and the reason is a link to the original accounts profile. I feel that merging is too much work. And the "offence" is really just a messy pain rather than something where you need to go hellbitch on the person doing it.

Unless of course they're actively breaking rules under the new account, in which case perma ban new. Ban old for normal period except double it for making the additional account to break rules with.
    

Re: How does the sparkxy work in hitdefs?

 March 22, 2013, 07:50:56 am View in topic context
 Posted by Cyanide  in How does the sparkxy work in hitdefs? (Started by Sheng Long March 22, 2013, 05:27:47 am
 Board: M.U.G.E.N Development Help

from the docs

Quote
sparkxy = spark_x, spark_y (int, int)
    This is where to make the hit/guard spark. spark_x is a coordinate relative to the front of P2. A negative value makes the spark deeper inside P2. "Front" refers to the x- position at P2's axis offset towards P1 by the corresponding width value in the [Size] group in P2's player variables. spark_y is relative to P1. A negative value makes a spark higher up. You can use a tool like AirView to determine this value by positioning the cursor at the "attack spot" and reading off the value of the y-position. Defaults to 0,0 if omitted.
    

Re: anti-projectile

 March 22, 2013, 01:00:34 am View in topic context
 Posted by Cyanide  in anti-projectile (Started by krissuja March 21, 2013, 09:03:20 pm
 Board: M.U.G.E.N Development Help

Code:
Nothitby

You want value = , AP

Exactly like that. , AP
    

Re: No Projectile StartUp

 March 21, 2013, 08:49:58 am View in topic context
 Posted by Cyanide  in No Projectile StartUp (Started by Darkspines22 March 21, 2013, 07:40:13 am
 Board: M.U.G.E.N Development Help

Ok, that's probably far easier to solve than the projectile not appearing (and this is in the FAQ up the top too)

Command file is read from top to bottom. Your command is sharing a common key with another attack. A or B. It needs to be above both of those.

Place it directly below the [statedef -1] line if you're unsure, that should get you into the state OK.