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Ben_Fox

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Messages by Ben_Fox

    

Re: KOF Supercancel with Max mode Power restrictions (CMD)

 December 29, 2013, 06:10:06 am View in topic context
 Posted by Ben_Fox  in KOF Supercancel with Max mode Power restrictions (CMD) (Started by luis2345 December 28, 2013, 02:03:22 pm
 Board: M.U.G.E.N Development Help

The first thing that leaps out at me is the use of prevstateno, which is probably why you can do 0 power super cancels while max mode is on. If you're in state, say, 1050 and then input the super command, prevstateno should return whatever state you were in before you entered 1050.

As for why you can't use it outside of max mode at all, I'm not sure. I don't see anything in particular that should prevent it from working. But, perhaps setting the power requirement up as a math formula that takes advantage of Mugen's boolean return values would work better?

Code:
triggerall = power >= 1000 + ((stateno = [1000,2000]) * 1000) - (var(55) * 1000)

That should give a base of 1000 power required to activate, an additional 1000 required if you're super-canceling, and will subtract 1000 power from the requirement if the max mode flag is turned on.  That should also remove the need to use a second state control to handle whether or not max mode is on.
    

Re: Speed and slow effect for a character

 December 22, 2013, 02:01:29 am View in topic context
 Posted by Ben_Fox  in Speed and slow effect for a character (Started by Maxi619 December 21, 2013, 11:19:53 pm
 Board: M.U.G.E.N Development Help

If you use standing physics for your state (physics = S), your character will have friction with the ground that will naturally slow them down. If, however, the normal friction doesn't do it for you, you can use VelAdd or VelMul controllers to manually make your speed decay.

As an example, let's say I want to kill off an x-velocity of 6 in 12 ticks. I could do this with:
Code:
[State 0, Brakes]
type = VelAdd
trigger1 = vel x > 0 ;Or whatever triggers are appropriate for you
x = -0.5 ;Reduce the character's x velocity by 0.5 each time the controller triggers
    

Re: Freezing the enemy with Pause Sctrl

 December 20, 2013, 02:19:23 am View in topic context
 Posted by Ben_Fox  in Freezing the enemy with Pause Sctrl (Started by Roks December 19, 2013, 02:55:34 pm
 Board: M.U.G.E.N Development Help

Looks like your helper's HitDef is only active for one tick, when time = 0. You could try changing your trigger to movecontact = 0 instead (to prevent if from firing over and over again for as long as the clsn1 box is present) and see if that gives you the effect you're looking for.
    

Re: Forward Dash?

 December 16, 2013, 11:26:57 pm View in topic context
 Posted by Ben_Fox  in Forward Dash? (Started by Nny December 15, 2013, 08:55:35 pm
 Board: M.U.G.E.N Development Help

Overriding the default Run state to function like a forward hop is literally the exact example of overriding common states Elecbyte gives in the Mugen documentation. See here for the details, it should break down most, if not all, of what you need to know about how to do it, and even gives you a pretty plug-and-play code snippet to use. Just keep in mind that if you use it as written you'll need to change your KFM's animation #100 to the short hop forward.
    

Re: Explod/PlaySnd on WinKO

 December 14, 2013, 07:11:33 pm View in topic context
 Posted by Ben_Fox  in Explod/PlaySnd on WinKO (Started by PineappleProducer December 11, 2013, 06:38:55 pm
 Board: M.U.G.E.N Development Help

So it was a timing error. Well, I'm glad it's working now. Happy coding!
    

Re: Explod/PlaySnd on WinKO

 December 14, 2013, 01:13:56 pm View in topic context
 Posted by Ben_Fox  in Explod/PlaySnd on WinKO (Started by PineappleProducer December 11, 2013, 06:38:55 pm
 Board: M.U.G.E.N Development Help

Hmmm. It might be a timing error, where the LifeAdd controller in the custom state is triggering after time = 1 in your 'finish state' controller. It could also be something related to roundstates changing and p2 ceasing to exist from the game's point of view (roundstate 3 is very short when the enemy is already laying on the ground, and many things related to p2 return bottom when roundstate reaches 4).

The first thing I would try is to loosen up the trigger in your finish pose state. Try replacing trigger1 = var(45) = 1 && time = 1 with trigger1 = WinKO && !numexplod(6130) and see if things start working better. If it does, you know the issue is in the timing between the states and can tweak appropriately if you're looking for specific timing.

If that doesn't work, you could try a State -3 control that checks for WinKO and a stateno (or prevstateno) of the finising pose and triggers the explod there. That's how a lot of the 'Hyper Move Finish' BGs are coded, so it's also a possibility for making it work.

If neither of those work, lemme know and I'll try to think of something else.
    

Re: Explod/PlaySnd on WinKO

 December 13, 2013, 02:26:20 pm View in topic context
 Posted by Ben_Fox  in Explod/PlaySnd on WinKO (Started by PineappleProducer December 11, 2013, 06:38:55 pm
 Board: M.U.G.E.N Development Help

So just to clarify, this is a single statedef with odd state numbers in the controls, not snippets from different states related to the effect you're looking for, right?

Assuming that its a single statedef with weird state numbers plugged in, your PlaySnd will never work correctly because of how states are read and the animelem trigger works. States are read top to bottom, and the animelem trigger is true only on the first game-tick that a given animation element is reached; animelem = 1 and animelemtime(1) = 0 are functionally identical triggers. Reading that as a single state, the PlaySnd control is triggered on the first tick of the state only, and this happens before your VarSet control sets the variable to 1, so you will always get the 'false' return from the ifelse. In situations like that, you don't technically even need to set a variable, as a line like value = 6000, 14 + (WinKO) gives the exact same results (playing 6000, 14 if the character is not KO'd and 6000, 15 if they are).

As for why your explod isn't displaying, it's honestly hard to say, assuming that I'm looking at a single statedef. So if you could clarify a bit that might help me track down the problem.
    

Re: "sprmake2" is not recognized as an internal or external command

 December 08, 2013, 03:06:19 pm View in topic context
 Posted by Ben_Fox  in "sprmake2" is not recognized as an internal or external command  (Started by Wolfsheim November 09, 2013, 05:51:30 am
 Board: M.U.G.E.N Development Help

Sounds like a path error to me. If you just try to run sprmake2 from whatever folder command prompt drops you in, it will fail unless sprmake2 is in that particular folder or the system path. Since it's highly unlikely that either of these are true, you will need to change folders to where sprmake2 is located. If your sprmake2 is in c:\MUGEN\, for example, you will first have to navigate to that folder via "cd \MUGEN\"

In all honesty, though? Check out Fighter Factory. It'll make your life much easier, and it's free.
    

Re: Specified-Power-Dependent Custom Combo Mode?

 December 06, 2013, 03:19:03 am View in topic context
 Posted by Ben_Fox  in Specified-Power-Dependent Custom Combo Mode? (Started by sluigi123 December 03, 2013, 03:25:09 am
 Board: M.U.G.E.N Development Help

I literally just tested this and (the parts that I'm going to talk about) work fine, so here we go.

First, some planning. Decide how much power you want to drain and how often you want to drain it. The more you drain/more often you drain it, the shorter your effective CC mode becomes. As an example, draining 10 power every 6 ticks will give you 10 seconds of CC mode per 1000 power drained.

Second, set a flag var in your "Turn CC mode on" state.

Third, in State -2, put your CC upkeep logic. Since states are read top-to-bottom, your topmost code should be the stuff that turns CC mode off, be it because the character lacks the power to pay the next upkeep tick or the round is over. This is where you would clean up things like afterimages that are turned on, explods, palFX, that sort of thing. The last part of that should be to turn your 'CC mode' flag var back to 0. Below that, place your upkeep tick. This is just a PowerAdd controller that adds a negative number to your power.

Finally, modify your existing code to make the CC mode work how you want by referring to the CC mode flag (ie, I can cancel this move into this move only if CC mode is on), and make sure all your HitDefs and StateDefs that give power are set to give 0 power during CC mode. This is to prevent successful attacks from extending CC mode. Likewise, if your character has a "charge power" move it should be disabled during CC mode.

Hope this helps!

The actual code I ginned up just to make sure power-draining works is here:
Spoiler, click to toggle visibilty
    

Re: Automatically invoked sound groups?

 August 24, 2009, 04:59:40 am View in topic context
 Posted by Ben_Fox  in (Resolved)Automatically invoked sound groups? (Started by Ben_Fox August 24, 2009, 04:27:13 am
 Board: M.U.G.E.N Development Help

That was my problem, I was only checking state -2.  Yup, I sees em now, thanks!
    

(Resolved)Automatically invoked sound groups?

 August 24, 2009, 04:27:13 am View in topic context
 Posted by Ben_Fox  in (Resolved)Automatically invoked sound groups? (Started by Ben_Fox August 24, 2009, 04:27:13 am
 Board: M.U.G.E.N Development Help

Hello everybody.  Short-time lurker, first-time poster here, hoping for a little information I can't seem to track down anywhere else; after about 4 hours searching around on Google and searching/digging through forum threads I've come up empty, so it's time to ask.

I'm wondering about "GetHit" sounds; I've heard them on lots of characters I've downloaded but see no PlaySnd sctrls coded up anywhere.  Given that sound 11,0 is automatically invoked on KO, it seems a safe assumption that "GetHit" sounds are invoked in a similar manner.  However, I can't find anything in the docs or on the web about such a thing or even if it exists.

Looking into some of the characters I've DL'd, I see 'GetHit' sounds appearing in both group 11 and 500x.  Would assigning sounds to either of these groups cause them to be automatically invoked upon getting hit?  If so, is there any correlation between number within the group and the type of animation the hit triggers (ie 5000,0 is Light, 5000,1 is Medium etc)?  If anyone could enlighten me or point me to somewhere I can find out, I would be greatly appreciative.