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Cyanide

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Messages by Cyanide

    

Re: How to insert a video/cinematic in MUGEN

 January 22, 2020, 02:21:25 pm View in topic context
 Posted by Cyanide  in How to insert a video/cinematic in MUGEN (Started by Skyro January 22, 2020, 06:58:16 am
 Board: M.U.G.E.N Development Help

Take a screenshot of each frame of the cutscene. Add it to the sff file. Display it as an explod.

No video in mugen. You have to reassemble it in the character the same way you'd put a gif together in other programs.
    

Re: TELEPORTATION DODGE

 January 22, 2020, 02:19:43 pm View in topic context
 Posted by Cyanide  in TELEPORTATION DODGE (Started by Skyro January 22, 2020, 01:36:58 pm
 Board: M.U.G.E.N Development Help

You can't really tell when an opponent is about to activate a hit. You could activate a reversaldef that lasts a very short period and if hit in that timeframe the teleport occurs but it does mean p2 has to make some sort of contact rather than miss completely.

Just defence works a bit like this but thats possible because everything is on your side. Time of pressing back vs the time before you guard it.
    

Re: universal damage = getpower toggle possible?

 January 22, 2020, 06:01:27 am View in topic context
 Posted by Cyanide  in universal damage = getpower toggle possible? (Started by Carmell January 21, 2020, 02:30:30 pm
 Board: M.U.G.E.N Development Help

If all you want is additional power when p2 hits you gethitvar is probably your friend. Otherwise you can use a variable that looks at your power value. Checks it against another variable. Does the math for the difference and then adds 20% based on that difference.
    

Re: Add an extra picture in character select?

 January 19, 2020, 11:04:51 am View in topic context
 Posted by Cyanide  in Add an extra picture in character select? (Started by someasome January 19, 2020, 01:55:10 am
 Board: M.U.G.E.N Development Help

Is the additional picture on the screen with everything else. Or does it show up on some sort of action?

If its just there you can do this easily. If you want a button press or something to activate the move list. No you cant do that at all.
    

Re: Gombie AI problem

 January 19, 2020, 11:02:06 am View in topic context
 Posted by Cyanide  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 am
 Board: M.U.G.E.N Development Help

Random takes a value between 0 and 999 every time its called. If you do something like

Trigger1 = random && random && random

Each of those will return a different value between 0 and 999. So random < 25 will trigger when that value is less then 25. In a wrong but close enough this means a 2.5 chance each tick to occur which is pretty low.

Enemy, backedgedist is probably what you want for checking how close p2 is to the back of the screen. Enemy redirects to the first opponent and then checks their backedgedist.
    

Re: Gombie AI problem

 January 18, 2020, 10:57:55 am View in topic context
 Posted by Cyanide  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 am
 Board: M.U.G.E.N Development Help

Most of the time ai is in state -1 or state -2. Check the command file first. Thats the more usual place.
    

Re: How to make projectile travel farther horizantally?

 January 16, 2020, 06:23:27 am View in topic context
 Posted by Cyanide  in How to make projectile travel farther horizantally? (Started by Redben January 12, 2020, 07:36:54 am
 Board: M.U.G.E.N Development Help

The helper returning isn't based on time or distance. Its based on thor not being in state 1005 any more. Making that state last a little longer would work. But looking at it you need to adjust all the returning anims too no matter what you do because thats obviously a planned vel rather than just a constant that goes straight.

You will have to do something with the return no matter how you resolve this. Simplest method would be change the velsets for each mjolnir go state to be 2 or 3 higher and see how it looks.
    

Re: character specific taunts??

 January 14, 2020, 09:36:16 am View in topic context
 Posted by Cyanide  in character specific taunts?? (Started by kiLabee January 14, 2020, 07:50:50 am
 Board: M.U.G.E.N Development Help

Normally its intros. P2name = "superman" as a trigger for special stuff you want in your taunt.

You can't pull anything from outside mugen though so the youtube bit isn't an option unless you put the vid in your character.
    

Re: Gombie AI problem

 January 14, 2020, 07:35:44 am View in topic context
 Posted by Cyanide  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 am
 Board: M.U.G.E.N Development Help

We'd need to see the code that brings them out in the first place. Right now you have done the equivalent of pointing at an invisible object and asked what colour it is.
    

Re: To Have or Give a Gameplay Mechanic?

 January 10, 2020, 11:38:02 am View in topic context
 Posted by Cyanide  in To Have or Give a Gameplay Mechanic? (Started by Nep Heart December 31, 2019, 12:00:11 am
 Board: M.U.G.E.N Discussion

Just defence or parry are perfectly fine to implement. However something like dizzy can ruin either side. If you let your character be dizzied. No matter how you code it some combo heavy character and and will reliably manage to dizzy you and kick off another combo. 9r you dizzy them you gain an advantage as their game has no dizzy and this isn't something they're able to come back from.

Its why most kof characters are given air guard.
    

Re: Can someone tell me how to create the stun damage health?

 January 10, 2020, 05:26:16 am View in topic context
 Posted by Cyanide  in Can someone tell me how to create the stun damage health? (Started by Fluttershy555 January 09, 2020, 01:47:15 pm
 Board: M.U.G.E.N Development Help

You're requiring ctrl. Take that out. They can break out of whichever hitstate it is that way. You might want to include a nothitby as well to prevent further comboing.
    

Re: How do I make Custom HUD for characters?

 January 05, 2020, 12:29:21 am View in topic context
 Posted by Cyanide  in How do I make Custom HUD for characters? (Started by XxJRushxX January 04, 2020, 05:32:35 am
 Board: M.U.G.E.N Development Help

Well you said debug...

Anchoring is done with bindtime and the postype parameter. A postype of left right top etc will bind the explod to a specific point on the screen rather than the player. Helpers can be bound by using posset.
    

Re: Run Back infinite bug

 January 04, 2020, 09:33:51 am View in topic context
 Posted by Cyanide  in Run Back infinite bug (Started by CyraxXXi May 27, 2018, 10:35:49 pm
 Board: M.U.G.E.N Development Help

You said stuck in animation right. Does 106 actually have an animation. Or is it the continuation of a looping one from 105.

And jesus thats old. Nothing uses gamemakeanim any more.
    

Re: How do I make Custom HUD for characters?

 January 04, 2020, 09:29:32 am View in topic context
 Posted by Cyanide  in How do I make Custom HUD for characters? (Started by XxJRushxX January 04, 2020, 05:32:35 am
 Board: M.U.G.E.N Development Help

All you can do with debugs is use displaytoclipboard. You can't trigger any mugen specific actions on it or even check if its active. Most huds and the like use start as the key to bring them up.
    

Re: Does character AI change after a match? If so, how?

 January 03, 2020, 03:33:18 am View in topic context
 Posted by Cyanide  in Does character AI change after a match? If so, how? (Started by DrFuff January 02, 2020, 01:52:53 pm
 Board: M.U.G.E.N Development Help

The .ai file is managed when you have ai = file.ai in the def. It looks like it was created as a sort of learning thing however people did run some tests of kfm vs himself with and wiithout the file and over 100 matches it was only just ovef 50% win ratio. Which is effectively margin of error. Similar results with other ai-less characters. May as well not use it.
    

Re: Is it possible to intercept invincible Screen Fillers?

 December 28, 2019, 11:12:48 am View in topic context
 Posted by Cyanide  in Is it possible to intercept invincible Screen Fillers? (Started by Redben December 25, 2019, 08:36:58 pm
 Board: M.U.G.E.N Development Help

It has a max setting iirc but i don't know what it is. Regardless if you set it to that value itll behqve the same. The projpriority of any projectile that hits it will reduce its value by that priority.

Priority 9999999 vs priority 9000000 will give you a priority 999999 projectile. Hit that with priority 999998 and you have a priority 1 projectile.
    

Re: Is it possible to intercept invincible Screen Fillers?

 December 27, 2019, 10:33:13 pm View in topic context
 Posted by Cyanide  in Is it possible to intercept invincible Screen Fillers? (Started by Redben December 25, 2019, 08:36:58 pm
 Board: M.U.G.E.N Development Help

The docs go over it but basically. If you have 2 projectiles. One is priority 6 the other is priority 2. The priority 6 projectile will destroy the 1st and 2nd priority 2 projectiles it makes contact with. It will be destroyed and destroy the next priority 2 projectile it hits.

Priority 6 hits 2 = now priority 4
Priority 4 hits 2 = now priority 2
Priority 2 hits 2 = both cancel.

If it was
Priority 2 hits 1 = now priority 1

Its actually a pretty neat system that would be annoying to do with helpers. Shame projectiles have so few other useful features.
    

Re: How do I fix the MVC1 dash bug?

 December 23, 2019, 10:20:19 am View in topic context
 Posted by Cyanide  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 am
 Board: M.U.G.E.N Development Help

Thats because his help turned ctrl off. You can bypass that a little but iirc most dashes in Vs games let you attack from them so turning off ctrl isn't the right choice. Try what i said earlier and define WHEN you can use the dash rather than at any time which is how you had it set up.
    

Re: How do I fix the MVC1 dash bug?

 December 20, 2019, 10:36:33 am View in topic context
 Posted by Cyanide  in How do I fix the MVC1 dash bug? (Started by SNEAKYTING December 20, 2019, 12:28:40 am
 Board: M.U.G.E.N Development Help

Nobody should care about you using code from other people.

Not dealing with all of that. But your trigger2 for the dash is too permissive. Add in some more limiting factors. Either ctrl is required or must already be in the dash state. Or simply it can be done from crouching states 20-22. Should stop it from cancelling out of others throws and the like.
    

Re: How to make char AI execute hyper whenever power requirement is met?

 December 16, 2019, 10:10:41 am View in topic context
 Posted by Cyanide  in How to make char AI execute hyper whenever power requirement is met? (Started by Redben December 14, 2019, 06:49:03 pm
 Board: M.U.G.E.N Development Help

Ailevel is a 1.0+ trigger. If the character is ai controllex by mugen itll return a value between 1 and 9 so you can set difficulty. If its 0 the character is human controlled.

Ai living in the cmd is mostly convention. It used to be in state -2 for a while. But it makes more sense putting it in a location where the rest of the stuff is. Also gives you the ability to AI helpers with keyctrl = 1.