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EnvShake has stopped shaking (Read 699 times)

Started by Odb718, February 23, 2018, 08:55:18 pm
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EnvShake has stopped shaking
#1  February 23, 2018, 08:55:18 pm
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I'm not sure how or why this has happened, but EnvShake isn't working any longer in my ultra.
All of the other sounds and explods trigger before, during, and after.

Spoiler: This is the EnvShake (click to see content)

I'm not exactly sure what the problem seems to be. I've put an EnvShake into statedef 200, my SLP. If I just do the light punch like normal, the EnvShake works perfect. If I switch to statedef 200 instead of returning to state 0 after the ultra, the EnvShake doesn't work.

Any ideas on why it wont work??
vVv Ryuko718 Updated 10/31/22 vVv
Re: EnvShake has stopped shaking
#2  February 23, 2018, 09:11:58 pm
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Something like this happened to me before, it was a particular state,
and the shake wouldn't happen no matter what. I eventually put in the
controller for it instead of relying on the hitdef, that worked for me.

Why it didn't work the old fashion way I dont know, I double checked
everything and the code wasn't any different from any other statedefs
I had.

Could be one of those undocumented mugen bugs, what version
you using, 1.0?
Re: EnvShake has stopped shaking
#3  February 23, 2018, 09:25:41 pm
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yeah it's 1.0. I have multiple states working at the same time. Trying to track down the fault now.
vVv Ryuko718 Updated 10/31/22 vVv
Re: EnvShake has stopped shaking
#4  February 23, 2018, 09:34:26 pm
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You tried putting the shake in -2?
Re: EnvShake has stopped shaking
#5  February 24, 2018, 06:06:57 am
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I don't think that would work because it's halfway through a state depending on the current animation. To get the timing right and statedef -2 would be pretty impossible.

----
Got home from work. Checking all this out. I'm just running into all types of random problems.

[State 2210, Hurt]
type = TargetLifeAdd
;triggerall = var(18) = 1
;triggerall = anim = 3002
trigger1 = time = 35
trigger2 = time = 85
trigger3 = time = 130
trigger4 = time = 165 
value = -43
kill = 0


Somehow it takes life off at 35, but not the rest. I don't seem to drop the target. My helper still says Target(17) or whatever. P2 is still in it's custom state. The sound effects play at time = 166. So idk what's going on with this ultra. How can I still have the target but it wont take life off??? How can I make sure I dont drop the target????
vVv Ryuko718 Updated 10/31/22 vVv
Last Edit: February 24, 2018, 09:34:07 am by Odb718
Re: EnvShake has stopped shaking
#6  February 24, 2018, 10:08:22 am
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I'm not super good at this, but at first glance it seems like it should work fine, but I also found this in the elecbyte docs:

Quote
You can combine both ideas. For example:

trigger1 = Vel Y > 0 ; True if Y-velocity is > 0 (going down)
trigger1 = Pos Y > 0 ; True if Y-position is > 0 (below ground)
trigger2 = Time = 5  ; True if state-time is 5
The controller for this would be activated if the player landed on the ground (y-velocity and y-Position are both > 0), OR if his state time was 5.

so I guess the simplest way is to make a lot of "TargetAddLife" and have a different time trigger for each one... although that hardly seems like the most optimized way.
Re: EnvShake has stopped shaking
#7  February 24, 2018, 10:42:16 am
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It seeeeems like a posset in the custom state I send P2 into is causing the mess ups? I guess it makes it drop the target or something? I've gotten rid of it and added the targetbind in P1's helper state and the lifeadd is working.
I've been editing a ton of stuff and the envshake is also working.
I don't consider this topic solved until I know why these bugs were happening.
vVv Ryuko718 Updated 10/31/22 vVv