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)Code: [State 0, EnvShake]type = EnvShake triggerall = time >=176 triggerall = time <=271 trigger1 = time%5 = 0time = 5 freq = time-170ampl = -4 phase = time-170I'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??
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 thecontroller 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 checkedeverything and the code wasn't any different from any other statedefsI had.Could be one of those undocumented mugen bugs, what versionyou using, 1.0?
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 = 3002trigger1 = time = 35trigger2 = time = 85 trigger3 = time = 130trigger4 = time = 165 value = -43kill = 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????
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:QuoteYou 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 5The 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.
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.