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What's needed to be able to develop a simple tag team system (Read 1807 times)

Started by -Red-, January 18, 2009, 04:31:37 am
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What's needed to be able to develop a simple tag team system
#1  January 18, 2009, 04:31:37 am
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easy, what's actually needed to be able to make a common tag team code for a certain number of characters so I can replace the buggy and annoying simul mode for a tag team mode, I want to do this with warusaki3 characters.

so far I think I need:

- state + animation for tag start (like in KOF where the char on the screen calls for the partner, will use a taunt animation with fixed time on all the chars or another one if possible depending of the character)

- state + animation for retreat (wil use the jumping up anim)

- state + animation for the incomming character (during successfull tag or when the partner dies, will use the going down after jump anim)

- state for the character hiding behind the screen (inactive character)

- state for the character going out of screen during intro (like in KOF 03 and XI, may use the same state as the one above and just use pos parameters to change vel and whatnot).


I guess all that is needed but the problem is how can I implement tag team? I mean how to make it without bugs? do I really need a var or two? all the warusaki3 chars seems to have at least 1 free var and if not I can just use the one that's not used at all and it's currenly bussy with something totally useless, the "Is CVS2 character" var, this one seems to not to have real use between warusaki3 characters.

also I may be able to just use a sysvar right? Is there some sort of guide for tag team coding out there?
Re: What's needed to be able to develop a simple tag team system
#2  January 18, 2009, 10:41:06 am
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I think there was.

The big annoyance with tag team anything is having to press ctrl+2 to take control of your partner.

Not even sure if you need the variable. Simple state locking ought to do it.


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Re: What's needed to be able to develop a simple tag team system
#3  January 18, 2009, 02:30:09 pm
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Re: What's needed to be able to develop a simple tag team system
#4  January 18, 2009, 08:18:27 pm
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neither does kofz.
Re: What's needed to be able to develop a simple tag team system
#5  January 18, 2009, 08:40:43 pm
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If you press ctrl+2, does not you take control of player 2 (opponent)?
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Re: What's needed to be able to develop a simple tag team system
#6  January 18, 2009, 11:00:19 pm
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ctrl+2, ctrl+3 whatever, people know what i meant.


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Re: What's needed to be able to develop a simple tag team system
#7  January 18, 2009, 11:05:28 pm
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There is no player 3 controls. :P
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Re: What's needed to be able to develop a simple tag team system
#8  January 18, 2009, 11:11:52 pm
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Mugen has a 3rd player in simul mode. It also has a 4th player.

Shall i look it up to make you happy, mr nit pick.

Quote
Ctrl-#    (where # is from 1-4) Toggles AI for the #th player
There. You work out which bloody one it should be.


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Re: What's needed to be able to develop a simple tag team system
#9  January 21, 2009, 10:30:27 pm
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how does KOFZ actually manage to avoid the whole ctrl+# thing? also how can I identify who's the leader of the team? (so the other player will jump away as in KOF), Warusaki has a code for that to avoid double groove selection but for some reason it doesnt seem to work with everything I want to...
Re: What's needed to be able to develop a simple tag team system
#10  January 21, 2009, 10:36:13 pm
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partner commands I bet, I am experimenting with that on my game, but I am currently giving more priority to other things.
Re: What's needed to be able to develop a simple tag team system
#11  January 24, 2009, 12:27:32 am
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I think I can fix most of the stuff all I need to know now is how to gain control of the partner when he's the CPU. (without the faggy debug key way)
Re: What's needed to be able to develop a simple tag team system
#12  January 24, 2009, 01:04:27 am
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triggerall = command="sex" || friend,command = "sex"
Re: What's needed to be able to develop a simple tag team system
#13  January 24, 2009, 03:59:48 am
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shit! I have to code that in all the command-like triggers? you gotta be kiddin'! >_<

people will have to press CTRL+# because I'm not gonna spend my life span doing that to all the warusaki3 characters (or play coop arcade and have both players with the same controls :P)
Re: What's needed to be able to develop a simple tag team system
#14  January 31, 2009, 10:17:28 am
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IN STATEDEF -2: COMMAND FOR TAG

Quote
; TAG TEAM
[State -2, TAGTEAM EXECUTION]
type = ChangeState
triggerall = teammode = simul
triggerall = numpartner
triggerall = roundstate = 2
triggerall = command = "a" && command = "y"
triggerall = stateno = 0 && ctrl
trigger1 = partner,alive
value = 358100
ctrl = 0

WORKS...


Quote
;-----------------------------------------------------------------------
; START OF TAGTEAM CODING
;-----------------------------------------------------------------------

; PARTNER INTRO (STANDS AND THEN JUMPS)
[Statedef 358000]; STANDS UNTIL TICK 80, THEN JUMP
type = S
ctrl = 0
anim = 358000

[State 358000]
type = VelSet
trigger1 = time > 81
x = -5
Y = -9

[State 358000]
type = PlaySnd
trigger1 = pos y < 0
value = S100,10
channel = -1
ignorehitpause = 1
persistent = 0

[State 358000]
type = ChangeState
trigger1 = backEdgeDist <= -40
value = 358001

; PARTNER IS OUTSIDE OF THE SCREEN (WAIT MODE)
[Statedef 358001]; INFINITE TICKS
type = A
ctrl = 0
anim = 358001

[State 358101, Turn]
type = Turn
trigger1 = 1
trigger1 = numpartner
trigger1 = facing != partner,facing
ignorehitpause = 1
persistent = 1

[State 358101, PosSet]
type = PosSet
trigger1 = 1
x = -190*(facing)
y = -120
ignorehitpause = 1
persistent = 1

[State 358001]
type = VelSet
trigger1 = 1
x = 0
Y = 0

[State 358001]
type = ChangeState
triggerall = numpartner
trigger1 = partner,stateno = 358102
value = 358002 ; TAG EXECUTION
persistent = 0

[State 358001]
type = ChangeState
triggerall = numpartner
trigger1 = partner,stateno = 5150 && TIME > 60
value = 358002 ; TAG EXECUTION IF PARTNER DIES
persistent = 0

; LEADER ATTEMPS TAG
[Statedef 358100]; 60 TICKS
type = S
ctrl = 0
anim = 358100

[State 358100]
type = VelSet
trigger1 = 1
x = 0
Y = 0

[State 358100, ScreenBound]; LOCKS CAMERA
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
persistent = 1

[State 358100]
type = ChangeState
trigger1 = animtime = 0
value = 358101 ; TAG EXECUTION

; JUMPS TO TAG
[Statedef 358101]; INFINITE TICKS
type = A
ctrl = 0
anim = 358101

[State 358101]
type = VelSet
trigger1 =  1
x = -5
Y = -9

[State 358101, ScreenBound]; LOCKS CAMERA
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
persistent = 1

[State 358001]
type = PlaySnd
trigger1 = time = 1
value = S100,10
channel = -1
ignorehitpause = 1

[State 358101]
type = ChangeState
trigger1 = backEdgeDist <= -40
value = 358102 ; CHANGESTATE OUT OF SCREEN

; OUTSIDE AND TRANSITION TO WAIT MODE
[Statedef 358102]; INFINITE TICKS
type = A
ctrl = 0
anim = 358001

[State 358102, Turn]
type = Turn
trigger1 = numpartner
trigger1 = facing != partner,facing
ignorehitpause = 1
persistent = 1

[State 358102, PosSet]
type = PosSet
trigger1 = 1
x = -190*(facing)
y = -120
ignorehitpause = 1
persistent = 0

[State 358102]
type = VelSet
trigger1 = 1
x = 0
Y = 0

[State 358102, ScreenBound]; LOCKS CAMERA
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
persistent = 1

[State 358102]
type = ChangeState
triggerall = numpartner
trigger1 = partner,stateno = 358002
value = 358001 ; TRANSITION TO WAIT MODE

; JUMP TO STAGE (GET'S ACTIVE AGAIN)
[Statedef 358002]; INFINITE TICKS
type = S
ctrl = 0
anim = 358101

[State 358002,PosSet]
type = PosSet
trigger1 = time = 0
x = -190*(facing)
y = -120
ignorehitpause = 1
persistent = 0

[State 358002,velset]
type = VelSet
trigger1 = 1
x = 5
Y = 9

[State 358002camera]; LOCKS CAMERA
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
ignorehitpause = 1
persistent = 1

[State 358002,snd]
type = PlaySnd
trigger1 = pos y >= 0
value = S105,0
channel = -1
ignorehitpause = 1
persistent = 0

[State 358002,chanim]
type = Changeanim
triggerall = pos y >= 0
trigger1 = anim = 358101
value = 47 ; LANDING ANIMATION

[State 358002,nothit]
type = NotHitBy
trigger1 = stateno = 358002
value = SCA
time = 1
ignorehitpause = 1
persistent = 1

[State 358002,change]
type = ChangeState
trigger1 = anim = 47
trigger1 = animtime = 0
value = 0 ; BACK TO BATTLE

;-----------------------------------------------------------------------
; END OF TAGTEAM CODING
;-----------------------------------------------------------------------

OK, My problems are:

- Partner goes out of stage but gets followed by the camera and seems to not to be able tog get out of the stage (x pos talking waise), Im sure I fucked up with the screenbound)

- lots of the changestates seems to not to work

- when tag the leades (the one who's fighting and not outside at the beggining) flies and the one who was outside doesnt appear until  he presses a button, he appears in the ground doing the attack.

- if the partner, once back in the screen tags he flies and no one comes back again.

- lost of other trouble :P

- im sure vels are bad and weird


this is the intro changestates STATEDEF 5900

Quote
[State -3, NORMAL Turns Mode Intro]
type = ChangeState
trigger1 = roundsexisted = 0
trigger1 = roundstate = 0
trigger1 = time = 31
value = 190

; INTRO FOR THE TEAMMATE
[State 5900, ChangeState]
type = ChangeState
triggerall = time = 30
trigger1 = numpartner
trigger1 = teammode = simul
trigger1 = ID>partner,ID
value = 358000

dont ask about the weird time and whatnot :P, htey have nothing to do and the triggers are ok and works all the time. please somebody try this with a KFM or something, I wanna pull it right.

Re: What's needed to be able to develop a simple tag team system
#15  January 31, 2009, 11:31:37 am
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you probably did mess up a screenbound. You want movecamera = 0,0 on it as well. I believe it's 1 to leave and 0 to be stuck on. Although i could be backwards. You'll need to assert that through the whole jump state.

385101 might be blank if you're not seeing anything till a button is pressed. Also, i'm guessing said button is up. You never stop them when they hit ground level. 9 is pretty fast for perma yvel. tiny math, 14 ticks and he's underground.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: What's needed to be able to develop a simple tag team system
#16  February 01, 2009, 11:19:43 pm
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I remember a way to make the screenbound thing to work, I'll just put a helper on each side of the screen so it wont move at all.

next thing I need help is with the char, when he's out of the screen, I want him to be out of the screen but when the other char tags out, the one who was outside must come out from the same place the leader tagged out.