YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

******
Cyanide is Offline
Contact Cyanide:

Cyanide

MFG Network Member

Messages by Cyanide

    

Re: How to "All damage taken in this state is added to var69 instead"?

 July 10, 2019, 10:22:59 am View in topic context
 Posted by Cyanide  in How to "All damage taken in this state is added to var69 instead"? (Started by Mimikyutest77 July 09, 2019, 12:13:48 am
 Board: M.U.G.E.N Development Help

No. 0-59 for vars 0-39 for fvar and i never bother with sysvar but i think thats 0-4.

69 ain't gonna work.
    

Re: How do you make a super change its user's Pallete for 7 seconds, then unchange?

 July 04, 2019, 12:56:12 pm View in topic context

You need sffv2 and 1.0 so this won't work in winmugen.

Have the super spawn an explod. Make that explods removetime 7 seconds 5600 ticks. While that explod exists use remappal to point at the right palette. When it doesn't exist. Point at the original. Thatll work but may cause issues with palfx. You need to go down a variable timer path if you want to counter that issue. But above is easy to implement
    

Re: Reversal/Counter Mechanics Understanding

 June 26, 2019, 09:28:38 am View in topic context
 Posted by Cyanide  in Reversal/Counter Mechanics Understanding (Started by Chartreuse June 22, 2019, 11:30:55 pm
 Board: M.U.G.E.N Development Help

Its extremely easy to break out of custom states. Movetype = H will do it. But you can't act against their attacks because they aren't actually hitting you which is what both hitoverride and reversaldef rely on.

Full game or lots of personal use only editing sure. You can supply a variable or helper that isn't in use and set/spawn it during the custom state and have the attacker react to that and get fake hit himself so you can real hit him and take control of the counter.
    

Re: How does the Tandem move for JoJo's Bizarre Adventure chars work?

 June 26, 2019, 09:22:18 am View in topic context
 Posted by Cyanide  in  How does the Tandem move for JoJo's Bizarre Adventure chars work? (Started by Mimikyutest77 June 25, 2019, 12:01:37 am
 Board: M.U.G.E.N Development Help

This is doable to some extent. It would also be simpler if i truly understood bitwise shifting as that grants a time component for you as well. Basic shitty method. Each each time you run a command that sets a variable to a predefined value. When that var has a value reset the command one and allow setting of the next variable. And so on. Horribly ugly. Also one of the few situations where allowing the helper keyctrl = 1 is helpful.
    

Re: Air Helper Hitspark

 June 22, 2019, 06:27:03 am View in topic context
 Posted by Cyanide  in Air Helper Hitspark (Started by Mark85 June 21, 2019, 03:40:16 pm
 Board: M.U.G.E.N Development Help

Sparkxy is the field you care about. X is unimportant as it is almost always based around the midpoint of the character. Y is normally based on where the hit occurs. According to the code there thats a y pos of 155 pixels below the character.

Without seeing how the helper actually positions itself i can't say more that that.
    

Re: a code for auto blocking, once every X ticks?

 June 22, 2019, 02:22:35 am View in topic context
 Posted by Cyanide  in a code for auto blocking, once every X ticks? (Started by ziaker June 20, 2019, 11:50:05 pm
 Board: M.U.G.E.N Development Help

Ctrl will never be 1 inside the hitstates. Other than organisation and maybe a fraction of a fraction of a second of processing there is nothing wrong with that setup. Triggers can go like this

1
3
4
3
2
2
1

Mugen won't give a shit.
    

Re: FX suddenly including a Transparent pink background.

 June 21, 2019, 07:28:32 am View in topic context
 Posted by Cyanide  in FX suddenly including a Transparent pink background. (Started by RagingRowen June 21, 2019, 01:57:55 am
 Board: M.U.G.E.N Development Help

That image isn't using its own palette then. You'll need to reapply tge correct one and make sure you add it using that palette.
    

Re: a code for auto blocking, once every X ticks?

 June 21, 2019, 07:27:17 am View in topic context
 Posted by Cyanide  in a code for auto blocking, once every X ticks? (Started by ziaker June 20, 2019, 11:50:05 pm
 Board: M.U.G.E.N Development Help

Human controlled or ai? Do you want it to break out of attacks to block or should it only be allowed when the character can block?
    

Re: Pause in Intros Issue

 June 20, 2019, 11:34:15 am View in topic context
 Posted by Cyanide  in Pause in Intros Issue (Started by Kolossoni June 14, 2019, 02:12:44 am
 Board: M.U.G.E.N Development Help

Superpause will behave differently. You could try that instead.

I'm not clear on why its a multi trigger thing. Why not just pausetime of 100 or something? If you skip the intro it'll kill the pause and helper anyway. I can't see why you'd multipause it. Unless the helper is supplying a menu function and needs to move for that.
    

Re: Status that prevents opponent from attacking?

 June 17, 2019, 12:23:11 pm View in topic context
 Posted by Cyanide  in Status that prevents opponent from attacking? (Started by fles June 11, 2019, 10:21:02 am
 Board: M.U.G.E.N Development Help

No locking required. If you changestate them after a custom state they can only do hardcoded stuff. Its why the out is always a selfstate. I suppose you could mod your own common1 to do the assertspecial if name != yourchar. But it wouldn't work in a mirror match.
    

Re: Laser beam question

 June 17, 2019, 12:19:56 pm View in topic context
 Posted by Cyanide  in Laser beam question (Started by eishiba June 15, 2019, 02:04:48 am
 Board: M.U.G.E.N Development Help

Ok. Some many moons ago when i still did stuff ff had save which was the file you were on. And save all which was to save everything. I don't know if the version you're using acts the same but given the air is retained but the sprites go missing maybe you are only saving the air file when you hit that button. You are on the air file at the time...

Backup iirc was always bleh. Never used it except by accident.
    

Re: Laser beam question

 June 16, 2019, 07:58:44 am View in topic context
 Posted by Cyanide  in Laser beam question (Started by eishiba June 15, 2019, 02:04:48 am
 Board: M.U.G.E.N Development Help

Did you start with the elecbyte template y/n?
    

Re: Reversaldef against own helpers..?

 June 16, 2019, 12:04:03 am View in topic context
 Posted by Cyanide  in Reversaldef against own helpers..? (Started by FobiaZz June 15, 2019, 07:15:46 pm
 Board: M.U.G.E.N Development Help

Reversaldef can sometimes take some hitdef parameters. You could try an affectteam = B on it. Or swap to hitoverride and go through a convoluted path to detect the helper didn't hit the player and needs to turn around.
    

Re: Character not landing....

 June 16, 2019, 12:00:27 am View in topic context
 Posted by Cyanide  in Character not landing.... (Started by tizerist May 27, 2019, 09:49:23 pm
 Board: M.U.G.E.N Development Help

You told mugen to simulate gravity. Can also be done with the gravity sctrl rather than velset. Basically you told it to do what physics A should have been doing. Ummm you have set a y accel value in the constants right?
    

Re: Laser beam question

 June 15, 2019, 11:57:19 pm View in topic context
 Posted by Cyanide  in Laser beam question (Started by eishiba June 15, 2019, 02:04:48 am
 Board: M.U.G.E.N Development Help

Ff has a save all function. You should use that. If you started with the "elecbyte template" please delete the template and never use it again.

For the projectile to hit it needs red clsn boxes. And you need to fill out the attr field.

Attr = S, SP

You should remove the comments on any of the hitdef fields you want to use. Damage Attr and hitflags will be important
    

Re: Tools to develop sprite sheets from animation on computer?

 June 15, 2019, 11:27:34 am View in topic context
 Posted by Cyanide  in Tools to develop sprite sheets from animation on computer? (Started by DNZRX768 May 29, 2019, 02:58:15 pm
 Board: M.U.G.E.N Discussion

Animget had a newish release. Forget what it was called. I still have animget if anyone wants it. I have used it for ripping sometimes as its a pretty quick way to grab everything if you can turn off bg and powerbars.
    

Re: Super Armor Invincibility glitch...

 June 15, 2019, 11:25:15 am View in topic context
 Posted by Cyanide  in Super Armor Invincibility glitch... (Started by Psywriter June 10, 2019, 03:30:31 am
 Board: M.U.G.E.N Development Help

Mugen only recognises 1 cmd file. If you have 2 its only going to see one of them. And if that 1 is one you created incorrectly it won't work.
    

Re: Laser beam question

 June 15, 2019, 11:22:38 am View in topic context
 Posted by Cyanide  in Laser beam question (Started by eishiba June 15, 2019, 02:04:48 am
 Board: M.U.G.E.N Development Help

Projectile is fine. You have projremove = 0. This means never remove the projectile. You also have projremovtime = -1 which means to remain indefinitely. Change them to 1 and the length of the anim for the removal time.

You hve projhits = 1 so it should only hit the once.
    

Re: Super Armor Invincibility glitch...

 June 12, 2019, 11:26:10 am View in topic context
 Posted by Cyanide  in Super Armor Invincibility glitch... (Started by Psywriter June 10, 2019, 03:30:31 am
 Board: M.U.G.E.N Development Help

Thats well off topic but still an issue. Can the file be read in notepad? Most mugen files are just text. If you can't open the file with notepad that dl is busted.
    

Re: Status that prevents opponent from attacking?

 June 12, 2019, 11:23:52 am View in topic context
 Posted by Cyanide  in Status that prevents opponent from attacking? (Started by fles June 11, 2019, 10:21:02 am
 Board: M.U.G.E.N Development Help

I don't know how it will behave with blocking. But just putting them into a custom state and using changestate at the end of it rather than selfstate achieves most of that. Blocking might let them out.

Being hit again does. But you're hitting them so you can send them to a custom state again anywhay and restart the status lock.