Posted by Demented Fortune Cookie
in Animtime = 3/4 of the animation (Started by hjk July 12, 2011, 04:51:10 amBoard: M.U.G.E.N Development Help
Code:
AnimElemTime(1) / (AnimElemTime(1) - AnimTime + 0.) >= .75

Posted by Demented Fortune Cookie
in Animtime = 3/4 of the animation (Started by hjk July 12, 2011, 04:51:10 amAnimElemTime(1) / (AnimElemTime(1) - AnimTime + 0.) >= .75
Posted by Demented Fortune Cookie
in Help making a Parry/counter move (Started by Odb718 June 29, 2011, 08:37:05 amI'm running into more and more problems.You might want to set type and physics to U, then change the physics in a StateTypeSet controller (at time=0) depending on the initial StateType. For example, set physics to A when StateType is A (or N with a Gravity controller and a ChangeState/SelfState when Pos Y > 0, if you need a special landing state), or S when StateType is S (just in case it was set to N in the previous state).
I changed the 955 state to an air move but all sorts of problems occur. Either the enemy falls through the floor or when the enemy hits the floor it reverts to state 0 and has control. Then with the attributes changed the enemy goes sliding across the floor when it's a standing or crouching attack. I've tried all of the combinations I can think of, I guess I'll have to come up with a way of making it fall if it's in the air...
Projectiles wont counter. I have the code in so they should but they just wont. On top of that, some enemy's "projectiles" are actually helpers and they turn into state 955 and then reset to state 0 so there's a bunch of clones all over the screen.Instead of using p2stateno in your ReversalDef, you can try a TargetState controller with a Target,isHelper trigger so helpers won't switch to your custom state. However, this might cause some problems with some (read "most") helpers that won't switch to their cancel state after being reversed ; so they'll just have their HitDef deactivated and behave (almost) normally afterwards (= go through your character without hitting her). You can use an invisible Projectile of sorts to hit the Helper and counter this effect, but it won't work against Helpers that don't have a collision box.
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The projectile just goes through the counter's attack box and connects with the collision box.
How can I stop the helpers from turning into state 955 and becoming clones? How can I get it to counter projectiles? Any ideas are welcome!
Is there a way to jump to an animation at a certain animelem??Use an Elem parameter in your ChangeAnim or ChangeAnim2 block.
Posted by Demented Fortune Cookie
in Change the height of the floor (Started by jjmugen June 30, 2011, 09:20:53 pm[StageInfo]
zoffset = GROUND_Y
This parameter is the vertical distance of the ground level from the top of the screen, given in pixels. The parameter is inappropriately named, but has been left unchanged for compatibility purposes.
Posted by Demented Fortune Cookie
in Help making a Parry/counter move (Started by Odb718 June 29, 2011, 08:37:05 am;---------------------------------------------------------------------------
; Standing Counter Connects Enemy
[StateDef 955]
type = S
movetype = H
physics = S
Anim = 955
velset = -3,0
ctrl = 0
sprpriority = 2
One other thing I noticed, your trigger. This will only be activated for 1 tick when time is equal to 0. Essentially, at the very beginning of your move. ReversalDef acts similar to HitDef (trigger-wise). For example:Code:trigger1 = time > 10 ; This will keep the ReversalDef/HitDef active only as long as time is greater than 10.Try messing around with the attributes and the trigger to get different results, but I'm almost positive that it's your trigger.
trigger1 = !time ; This only activate the ReveralDef/HitDef active on the first tick, ie. when time is equal to 0.
Posted by Demented Fortune Cookie
in Helper does not disappear (Started by TalKSicK333 June 28, 2011, 12:13:10 pm[State 6000, 4] /
type = destroyself
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Posted by Demented Fortune Cookie
in Your favorite video game Music or character theme (Started by ShadowArm June 15, 2011, 07:09:13 pm
Posted by Demented Fortune Cookie
in Kohaku's WIP thread (Started by Magical Girl Amber January 03, 2011, 03:10:16 amResponse to Rajaa/GOH at screenshot thread:In my opinion, Nanaya's smile looks a bit weird in that pic (even for Nanaya). Or is it his eyes ? Maybe both ?
Posted by Demented Fortune Cookie
in Characters own moves don't work when thrown/grabbed, why? (Started by Sheng Long June 14, 2011, 08:48:28 pm
Posted by Demented Fortune Cookie
in Characters own moves don't work when thrown/grabbed, why? (Started by Sheng Long June 14, 2011, 08:48:28 pmEscape Roll b, db, d + P after being LP=stationary, MP=short,
knocked down HP=long; can roll past
opponent
Posted by Demented Fortune Cookie
in Don Drago's Gouki error (Started by ZeroInNothingness June 13, 2011, 10:31:34 pmEnemyNear, HitDefAttr, SC, NA, SA, NT, ST, HT
EnemyNear, HitDefAttr = SC, NA, SA, NT, ST, HT
Posted by Demented Fortune Cookie
in What really drives you up the wall when it comes to MUGEN? (Started by Errdor May 22, 2011, 06:38:52 pmIn any case, as said, prevstateno is unreliable. It doesn't always give the good result, for God knows what reason.IIRC, that kind of stuff happens when using HitOverride or ReversalDef ; especially ReversalDef, which totally skips the "modify prevstateno value" part from a ChangeState instruction.
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Don't ask me why it works and not the other one, I have no idea. It's just a bad behaviour with prevstateno, and it's stated in the docs. Try it in your code: if it works as wanted 100% time, good. If it doesn't, you'll have to find another way...
Posted by Demented Fortune Cookie
in Hitman Absolution (Started by San2 June 08, 2011, 12:32:46 pmThe second; a system for showing when and how the guards move called ‘instinct’ – when turned on, you can see a glowing orange path that shows where they’re going. It’s about helping players visualize the space and allowing them to plan ahead.Looks like he's also getting some kind of X-Ray vision now. And I thought the map showing the location of every NPC was ridiculously cheap...
Hitman is dead.They should just patch Blood Money so 47 stays dead during the fake credits roll. Seriously now, I hope all that stuff is optional and you can still get the Silent Assassin rank without having to resort to any of it.
Posted by Demented Fortune Cookie
in Ken - Updated 5/31/11 (Started by Jmorphman May 29, 2011, 01:44:37 am