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Messages by Odb718

Re: How do i make my character so that it can move around before a fight starts?

September 18, 2019, 09:49:20 am View in topic context
Posted by Odb718  in How do i make my character so that it can move around before a fight starts? (Started by GeorgeMP September 17, 2019, 03:07:23 am
Board: M.U.G.E.N Development Help

Statedef -1, aka the CMD, is what changes states 99% of the time.
If you're just looking to mimic walking fwd and back, you can make 2 custom states and a standing state that the intro can kick into.
Then in those 3 states, you have a changestate for the other 2.

Or you can just learn how to use RoundState and use the basic states.

Re: How can I get something to only trigger once?

September 18, 2019, 09:42:22 am View in topic context
Posted by Odb718  in How can I get something to only trigger once? (Started by Disconcorde September 17, 2019, 05:12:52 pm
Board: M.U.G.E.N Development Help

Resist will activate then the second one will not.
Code:
`[State -2, ResistSet]type = LifeSettrigger1 = life = 0 && var(21) = 1value = lifemax / 4.66ignorehitpause = 1 [State -2, ResistState]type = SelfStatetrigger1 = life = 0 && var(21) = 1value = ifelse(random < 6500, 12012, 5210)ignorehitpause = 1`
Put the lifeset in those 2 states, or under the 2nd one.
If it can happen multiple times, that means your varset never triggers, or something changes it from equaling 2. Use Debug! (Ctrl+D)

Re: How would one...

September 16, 2019, 11:29:37 pm View in topic context
Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
Board: M.U.G.E.N Development Help

Are you saying you don't enter State 770 at all?
If you do, but no matter what, it wont connect to P2, You may need to edit more info into your hitdef. Mugen is weird with some of the things that can make it not work properly.

Re: How to cap my horizontal velocity during certain moves and states?

September 01, 2019, 09:37:05 am View in topic context
Posted by Odb718  in How to cap my horizontal velocity during certain moves and states? (Started by Mimikyutest77 August 31, 2019, 11:17:54 pm
Board: M.U.G.E.N Development Help

By the way as thanks for answering so many of my questions do you want me to put this site's name in the Special Thanks segment of the character's Readme file?
You can do anything you'd like with your character(s). It's not something we'd ask you to do, but if you'd like to you can. We're just trying to help.

Expanding on what XGargoyle said, you can also do a VelSet under your VelAdd to LOCK the velocity in at 8.
Say you have veladd of 0.8 and a starting velocity of 1. You'd get values 1.8, 2.6, 3.4, 4.2, 5, 5.8, 6.6, 7.4, and 8.2.
BUT 8.2 is too fast and 7.4 is too slow, and 8.0 is perfect.
You could just do a VelSet that checks Vel X > 8 as a trigger.

Because your VelAdd doesn't care about an X value of 8, it wont add. And the velset wont keep triggering because it's not greater than 8.

Re: Divine WIPs

August 27, 2019, 09:33:41 am View in topic context
Posted by Odb718  in Divine WIPs (Started by DW May 15, 2012, 03:45:05 am
Board: Projects

Re: Mode Coding

August 26, 2019, 07:43:00 am View in topic context
Posted by Odb718  in Mode Coding (Started by Mark85 August 21, 2019, 09:42:02 pm
Board: M.U.G.E.N Development Help

Second,
I feel like there's a language barrier.
Nep Heart asked in a round about way, but no one's really pointed it out.

Do the animations keep looping, Or do you mean only these intros are selected?
There is no way for State 190 to continuously switch P1 back into those two states. Especially when it's based off of Random.
Which is why I'm asking the question.

Are the states constantly switching? Or does Mugen only select those 2 states, and that's your problem?

If the states are constantly switching, post them inside a spoiler tag.
If mugen only selects them, you need to work on your math. You'd think State 355 would happen 1/3 of the time.

Re: How would one...

August 26, 2019, 07:27:32 am View in topic context
Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
Board: M.U.G.E.N Development Help

So, in your example your using 5012. Won't you have to change it and turn it back to its original state after flipping it? Otherwise, whenever your characters takes a "Stand/Air Hit low hard" your character is going to flip upside down.
No, I'm not using Anim 5012. I'm showing sprite 5012,0 in Anim 25479. If you check your character's sprite 5012,0 you'll see it should be in the same position as the Onion Skin. And if you flip it both horizontally and vertically in the anim you should see it looks like my color Ryu.
Those reactions dont use 5012,0 either way. Those reactions use the sprites axis'd around the feet.

Like DeathScythe alluded to, Animations don't control sprites. They just display them. You can position the sprite any where in the animation, and then position the animation anywhere in game.

You seems to be missing some simple understanding of how things work. I'm not knocking you for this. You're just missing 1 piece to the puzzle before everything will click.

Re: How would one...

August 25, 2019, 09:34:44 am View in topic context
Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
Board: M.U.G.E.N Development Help

No, never edit P2's files unless there's a specific problem.
Use onion skin to help align your sprites. Like how I have the grey Ryu in the BG.
You will use ChangeAnim and ChangeAnim2 in your state and custom state.

August 25, 2019, 09:06:17 am View in topic context
Posted by Odb718  in Contributor Suggestion Thread (Started by Cybaster September 03, 2007, 09:26:13 am
Board: Feedback

Re: How would one...

August 24, 2019, 08:58:24 am View in topic context
Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
Board: M.U.G.E.N Development Help

----
The text version of that looks like
[Begin Action 25479]
5012,0, 0,0, 10, HV

Re: Marvel Style Snapback/Knock back

August 20, 2019, 09:24:17 pm View in topic context
Posted by Odb718  in Marvel Style Snapback/Knock back (Started by Koopa901 August 06, 2019, 05:51:56 pm
Board: M.U.G.E.N Development Help

If P1 goes into a certain state to switch out, you should be able to selfstate P2 to it.
There may have to be certain values/vars set. I'm unfamiliar with it, but it should be do-able.

Re: Character floating after hitting

August 19, 2019, 07:07:44 pm View in topic context
Posted by Odb718  in Character floating after hitting (Started by extravagant August 18, 2019, 01:47:48 am
Board: M.U.G.E.N Development Help

Is this topic solved?

Re: How would one...

August 19, 2019, 09:46:24 am View in topic context
Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
Board: M.U.G.E.N Development Help

Edit the animation in the air file...
I like to use onion skin in the animations to align my sprites. Makes it easier for me

Re: Bardock help: I'm stumped.

August 19, 2019, 09:44:00 am View in topic context
Posted by Odb718  in Bardock help: I'm stumped. (Started by RedDragonCats17 August 18, 2019, 09:57:44 am
Board: M.U.G.E.N Development Help

Infinites happen because of hit times. If P2 is stunned long enough that a 2nd move makes contact then the combo continues.
Basically there's 4 things you can adjust to stop an infinite from happening.
The start up time of a move until the first red box pops up.
How much stun time/distance P2 takes from the move.
How much time after the move P1 has no ctrl.
The CMD to allow you into a 2nd move.

You should know how to control 1, 3, and 4. For learning about 2, look up the hitdef and read up on all the attributes of the hit.
Stuff like
ground.slidetime = 15
;guard.slidetime = 0
ground.hittime = 15
and more.

Re: Character floating after hitting

August 19, 2019, 12:30:57 am View in topic context
Posted by Odb718  in Character floating after hitting (Started by extravagant August 18, 2019, 01:47:48 am
Board: M.U.G.E.N Development Help

I dont see anything in the state that would cause the character to rise like that.
You might want to comment out all of your "cornerpush"s. I think that's the only thing that would affect P1.

The arrow isn't being destroyed properly. It might be a reversal or a hitoverride that's causing an issue. Use debug and expect some flood.
If you do have a video like this, tell us the time to watch. 0:48 for example.

You can set up Fighter Factory 3 to launch a training arena against yourself for testing. Makes coding waaay easier.

Re: Bardock help: I'm stumped.

August 19, 2019, 12:14:42 am View in topic context
Posted by Odb718  in Bardock help: I'm stumped. (Started by RedDragonCats17 August 18, 2019, 09:57:44 am
Board: M.U.G.E.N Development Help

Code:
`    && var(30)`

and
Code:
`    var(30) = 1`
equal each other.

Stuff like that, just set the variables to 0 as soon as the state starts. You value is null when it starts. That means it doesn't even equal zero. zero means nothing, but null means there isn't even a slot to write a 0. When your move connects, it becomes a value. Then the second time the state happens, that value hasn't changed. So it acts like it hit.
Right under the StateDef do a varset to = 0 or a value that wont spawn the changestate you don't want.

Re: Helper not activating

August 19, 2019, 12:07:54 am View in topic context
Posted by Odb718  in Helper not activating (Started by QuickFist August 18, 2019, 02:00:22 am
Board: M.U.G.E.N Development Help

so if the helper NEVER shows up, change it's state to 200 so it spawns a working state.
Spoiler, click to toggle visibilty
Test that, see if you get a little mini-me to pop out. If you don't get the mini-me, you know it's what spawns the helper. If you do get the mini-me, ctrl+; to comment out your changestates and destroystates.

Are you getting any debug flood? Use CTRL+D and CTRL+C to see if the helper is spawning but using a bad animation or something. It might be there, but you just can't see it.

Re: How would one...

August 17, 2019, 10:21:14 am View in topic context
Posted by Odb718  in How would one... (Started by eishiba August 17, 2019, 07:25:15 am
Board: M.U.G.E.N Development Help

This is a throw. The animation is different and it has a velocity. Other than that it will act the same.
You can just use the hitdef to send P1 and P2 to the states they need.
Using a changestate and a targetstate watching if movehit or moveguarded is better for some reason... I think. I always just use the hitdef method.

Just set the damage in the hitdef to what you want.

Re: MvC Spider-Man : Maximum Spider Problem on 1.1 zoom stages..

August 15, 2019, 10:24:49 am View in topic context
Posted by Odb718  in MvC Spider-Man : Maximum Spider Problem on 1.1 zoom stages.. (Started by PIZZAHIGHFIVE August 15, 2019, 05:42:14 am
Board: M.U.G.E.N Development Help

It's probably something like
BackEdgeDist < 30
messing it up. Look in your cmd for that move and see if there's a trigger like that.

Re: Training mode

August 15, 2019, 10:22:33 am View in topic context
Posted by Odb718  in Training mode (Started by NecusX August 15, 2019, 01:52:07 am
Board: M.U.G.E.N Configuration Help

As far as I know, No.
You'll have to rely on Spacebar and F4 to refill your life and energy.