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Re: Reset game fight order after continue

 August 21, 2011, 03:11:50 pm View in topic context
avatar  Posted by CRZ  in Reset game fight order after continue (Started by CRZ August 21, 2011, 02:45:51 pm
 Board: M.U.G.E.N Development Help

    

Re: Combo counter checking/resetting

 August 21, 2011, 02:48:23 pm View in topic context
avatar  Posted by CRZ  in [SOLVED] Combo counter checking/resetting  (Started by CRZ August 16, 2011, 04:48:41 am
 Board: M.U.G.E.N Development Help

Don't you want to reset when you've hit 2-3 times? It seems like that's when you want this thing to appear, so you'd want to reset the movehit after your hitcount has reached that point.

Actually I've solved it (by looking at someone else's code I admit :P) using two variables which mutually reset each other, the triggers being p2stateno = [5000,5899] and movehit (kudos to DarkCipherLucius's Angel Ken). Hitcount and movehitreset etc don't seem to work very well for some reason.
    

Reset game fight order after continue

 August 21, 2011, 02:45:51 pm View in topic context
avatar  Posted by CRZ  in Reset game fight order after continue (Started by CRZ August 21, 2011, 02:45:51 pm
 Board: M.U.G.E.N Development Help

If say I play as X and fight a few people, then I lose to the 5th char. If I continue the game and choose someone else, is it possible to reset the game so I fight order = 0 chars all over again? This is so that pre-fight dialogues won't be out of place. Looked up intro, select and system.def but couldn't find anything there..
    

Re: Problem using fntmaker

 August 21, 2011, 02:39:44 pm View in topic context
avatar  Posted by CRZ  in [SOLVED] Problem using fntmaker (Started by CRZ August 19, 2011, 05:09:11 pm
 Board: M.U.G.E.N Development Help

Well, theres another tool called fntedit which should work nicely as it's a GUI, nothing more than notepad with a picture at the bottom though.

My normal method when using the elecbyte tools is to have the files i need in the same folder as the exe files. If it's still not working after that, you may not have paletted your .pcx.

If you're using winmugen compatible stuff. EVERYTHING needs to be paletted.

Thanks, it works now, my sprite wasn't palettized properly -___-
    

[SOLVED] Problem using fntmaker

 August 19, 2011, 05:09:11 pm View in topic context
avatar  Posted by CRZ  in [SOLVED] Problem using fntmaker (Started by CRZ August 19, 2011, 05:09:11 pm
 Board: M.U.G.E.N Development Help

I'm using fntmaker by Elecbyte (pre Mugen 1.0, so it's not the v2 type) to make my own custom fonts, the tutorial I'm following is the one posted by Necromancer which is recommended in the Tips,Tricks and Tutorials section. Basically I've got everything down except when opening fntmaker. It asks to input the new fnt file, which I input as 'verdana.fnt', then it asks for the .pcx which i put as 'verdana.pcx'. This is where it returns 'error opening input pcx file'. I think it's cos I might have put it in the wrong directory but I've tried every directory in the mugen folder and even the desktop but it still gives the same error message. how do i get it going? Necromancer's tutorial doesn't mention where both the pcx and txt should be put.

I know some recommend Font Factory, heard it's very buggy though, just thought of trying fntmaker first...
    

Re: Combo Hit Callout Issue - Banner triggering

 August 18, 2011, 03:55:22 am View in topic context
avatar  Posted by CRZ  in Combo Hit Callout Issue - Banner triggering (Started by ArellonX August 17, 2011, 12:24:26 pm
 Board: M.U.G.E.N Development Help

Use same ID in both, then Trigger Only if Numexplod(ID) = 0 But if u do that, then only Great will appear, so I would say, either removeexplod at the time u get to 4, Or u can use ModifyExplod.. But So Far, I think mugen is having some issues with it

Thank you sooooo much, it worked  ;D

The key was so simple, you mentioned remove explod  :P



;At 3 hits = "great"
[State -3, 3 hits]
type = Explod
triggerall = teamside= 1
trigger1 = Hitcount = 3
trigger1 = Numexplod(57321) = 0
id = 57321
anim = 9100
pos = 75,80
postype = Left
ontop = 1
facing = 1
ownpal = 1
bindtime = -1
persistent = 0
sprpriority = 5

[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = Hitcount = 4
id = 57321
;ignorehitpause =
;persistent =

;At 4 hits = "Fantastic"
[State -3, 4 hits]
type = Explod
triggerall = teamside= 1
trigger1 = Hitcount = 4
id = 57322
anim = 9101
pos = 75,80
postype = Left
ontop = 1
facing = 1
ownpal = 1
bindtime = -1
persistent = 0
sprpriority = 5


[State -3, RemoveExplod]
type = RemoveExplod
trigger1 = Hitcount = 5
id = 57322
;ignorehitpause =
;persistent =


There is a problem. If you RemoveExplod when hitcount reaches hitcount =4, then what would happen if you were to do a slow combo like a shin shoryuuken, when you reach 3 hits and the opponent is still shaking, the Great! would appear before you finish him off with your 4th hit.

I JUST solved this problem yesterday, what you'll need is two variables which mutually reset each other. One variable counts the combo hits and that triggers the other variable which triggers the Great! Then Once Great! is out, the two variables reset to zero. Try DarkCipherLucius' Angel Ken at http://mugencharacters.ucoz.com/load/8-1-0-1247 - props to his genius. His code is a little complex so if you want a modified simpler one, I can post it here too.

Oh btw does hitcount work as a trigger for you? I had a lot of issues with it since I've to put hitcountpersist in almost every state including standing and jumping and that itself causes inaccurate Great!s to appear too.
    

Re: Programming language question - boolean or not?

 August 17, 2011, 05:41:39 am View in topic context
avatar  Posted by CRZ  in [SOLVED]Programming language question - boolean or not? (Started by CRZ August 17, 2011, 05:32:25 am
 Board: M.U.G.E.N Development Help

    

[SOLVED]Programming language question - boolean or not?

 August 17, 2011, 05:32:25 am View in topic context
avatar  Posted by CRZ  in [SOLVED]Programming language question - boolean or not? (Started by CRZ August 17, 2011, 05:32:25 am
 Board: M.U.G.E.N Development Help

I came across this statement:

[State X, VarAdd]
type = VarAdd
trigger1 = ......
var(28) = 1 + (var(28)=-1)

How is the var(28) in brackets evaluated, as a boolean true or false integer, or simply -1 if var(28) really is -1?

What about var(28) = 0 - (roundstate<2), does it return 1 if roundstate <2 or zero if otherwise, or does it return the roundstate number if it's less than 2?
    

Re: Combo counter checking/resetting

 August 16, 2011, 03:31:54 pm View in topic context
avatar  Posted by CRZ  in [SOLVED] Combo counter checking/resetting  (Started by CRZ August 16, 2011, 04:48:41 am
 Board: M.U.G.E.N Development Help

HitReset is invalid, but MoveHitReset isn't :)

Ah thanks..what'd be the suitable trigger then? i tried (in State -2):

[State X, Reset]
type = MoveHitReset
trigger1 = statetype != A
persistent = 1

and it still doesn't work, that strange combo is still triggering. it'd only work if i put trigger = stateno = 430 (crouch LK) but that'll disable all combos with crouch LK as well.
    

Re: Combo counter checking/resetting

 August 16, 2011, 09:54:07 am View in topic context
avatar  Posted by CRZ  in [SOLVED] Combo counter checking/resetting  (Started by CRZ August 16, 2011, 04:48:41 am
 Board: M.U.G.E.N Development Help

Quote
Enemy,gethitvar(hitcount)
That one will count hits until the opponent reenters movetype = I

Hitcount itself is only true while you're in an attacking state and if hitcountpersist is following you. Uniqhitcount is much the same.

Hitadd and hitreset will reset the combo counter, but not either of the above 2 triggers. What you'll want to do is use the redirect to give a value to a variable. You can then check if the value is set to 1, while the variable is greater than 1. So you do 10 hits. The counter and the gethitvar both read 10. The counter then resets to 1, the variable is now > counter, so it resets.

Umm hitreset? I couldn't find it in elecbyte's wiki. Tried it as a state controller, mugen said invalid element.

I don't know if it's just my mugen, it seems that even if p2 returns to movetype = I after getting hit, the enemy,gethitvar(hitcount) doesn't reset. What's even more strange is that this is only the case for certain combos. For instance, jump MK ==> crouch LP ==> crouch LK. If the first two are blocked and crouch LK hits, enemy,gethitvar(hitcount) gives 1 hit, if i repeat the combo again with the same result, enemy,gethitvar(hitcount) will return 2 hits even though the combo counter doesn't appear and state '2 hits'....I know because I've coded a helper to appear once enemy,gethitvar(hitcount) reaches 2 hits. for crouch LK i've already set hitcountpersist = 0 (unrelated but just in case).

the helper's code just to clarify:
[State -2,Helper]
type = Helper
triggerall = teamside = 1
triggerall = !Numhelper(6001)
trigger1 =  movehit && Enemy,gethitvar(hitcount)=[2,3]
pos = 0,0
postype = left
ID = 6001
stateno = 6001
ownpal = 1
keyctrl = 0
facing = 1
persistent = 0

So for your suggestion, I can't get it to work because the variable's value depends on the redirect, which itself isn't working accurately. Any idea where the error is?

    

Re: character crashes please help my friends

 August 16, 2011, 05:11:11 am View in topic context
avatar  Posted by CRZ  in character crashes please help my friends (Started by Sho Kamui August 13, 2011, 03:53:52 am
 Board: M.U.G.E.N Configuration Help

Check hitosyura.def. What is the .snd file named? Is it the same name and location as the .snd file in the character's folder? If not, change it.

If there is no .snd file, go back to wherever you downloaded the character from and see if there's a separate link for the .snd.

I know this is just me being a rookie..every time i create a new char, i always take another complete char's .snd file and and save it into the new char's (file renamed and put in char's folder of course). the reason being if i create a new .snd file out of fighter factory, it always fails to load, same problem as TS's.

Quote
Hitosyura by YUUKI_in_SLASH. Having problems loading the character. I can get to the screen after you select the character but then mugen crashes and says that it can't open the snd file, and also error loading p1 and characters/hitosyura/hitosyura.def. Can someone plz assist me.

Adding on to what Speedpreacher said, browse your .snd for any malfunctioning sounds. these sounds usually don't have any description to them (like frequency, mono/stereo) etc - test play them just to be sure. remove these if any; just one will prevent the .snd from loading.
    

Re: Max defence while guarding

 August 16, 2011, 05:01:05 am View in topic context
avatar  Posted by CRZ  in [SOLVED] Max defence while guarding (Started by jjmugen August 15, 2011, 08:39:36 pm
 Board: M.U.G.E.N Development Help

Hi, guys. I have a code problem.

I would like one of my chars to don't lose any life while he's guarding. As you know, some attacks
can hurt a bit altough the player is guarding, but i'd like this player to be invincible at guard.

I've tried with this simple code at statedef -3, but I think doesn't work (I tought it would).

Code:
[State -3, Restore Defence]
type = DefenceMulSet
trigger1 = stateno != [120,149] ;Not guarding
value = 1

[State -3, Powerup Defence]
type = DefenceMulSet
trigger1 = stateno = [120,149] ;Guarding
value = 20 ;Or something

Would you help me to find where is the problem?

Thanks

How about changing it to a parry state, but the animations and paustime etc remain like a guard? you'll have to custom create this state though
    

Re: Char won't load in Arcade mode

 August 16, 2011, 04:54:42 am View in topic context
avatar  Posted by CRZ  in [SOLVED] Char won't load in Arcade mode (Started by Lord Mike August 15, 2011, 04:17:30 pm
 Board: M.U.G.E.N Development Help

Hello.
I find myself in a bit of a pickle at the moment.
So, i have this arcade mode with 10 chars, orders from 1 to 10 and i have arcade.maxmatches = 1,1,1,1,1,1,1,1,1,1, and the char who's order is 8 will absolutely not load and crash mugen 1.0 in the arcade mode. He works in every other mode: vs, training, survival, team arcade, team vs, but not in arcade.
The error message is this:
Quote
Error message: Can't load Toki.sff
Error loading chars/Toki/Toki.def
Error loading p2

I am stunned and don't know where to go from here...The select.def file is ok, obviously the char's folder and the char's *.def file match, i haven't operated any changes in any folders in the mugen directory...And the char works perfect outside the arcade mode. Is there something i am missing?? Why would mugen crash like that? It didn't happened once or twice, it happens every single time i get to him in arcade mode (i've changed his position in the match setup, he still crashes mugen)...

Are you using Fighter Factory, and did you delete most of the 'blank' sprites corresponding to common states (like 5000,0 etc) in your char when you first created it? (some tutorials teach that) if yes then this might happen. happened to me a few times, what i did was to insert more sprites to make the char more complete, in the end it could run. or just keep trying and out of nowhere it might run again.
    

[SOLVED] Combo counter checking/resetting

 August 16, 2011, 04:48:41 am View in topic context
avatar  Posted by CRZ  in [SOLVED] Combo counter checking/resetting  (Started by CRZ August 16, 2011, 04:48:41 am
 Board: M.U.G.E.N Development Help

I've read elecbyte's wiki about combos, seems like mugen has little with regard to how the combo counter is checked (i.e returning the number of combo hits achieved)

Enemy,gethitvar(hitcount) - This does check the counter, but the problem is it doesn't reset after a combo is over. So if I put this as a trigger for a state to be executed, the state will forever be executed when the combo is completed.

It DOES reset if a new attack comes after the completed combo - so the problem is it'll be an 18-hit combo if both chars do nothing until the attacker starts a new successful attack. Also, unchained attacks can also be 'carried forward' to a new attack. like two LPs being carried forward to an unchained MK, making it a 3-hit combo out of nowhere.
 
Overall this is quite an inaccurate trigger.

hitcount - checks the number of hits for only one state. when the char changes from one state to another, the hitcount from the previous state is lost. Tried hitcountpersist = 1 but this doesn't affect the combo counter in any way (as the wiki says, and as i've tried). uniqhitcount doesn't differ much except for the number of opponents it includes in the combo.

Are there any other more reliable triggers for this?
    

AI takes a long time to activate

 August 14, 2011, 05:14:58 pm View in topic context
avatar  Posted by CRZ  in AI takes a long time to activate (Started by CRZ August 14, 2011, 05:14:58 pm
 Board: M.U.G.E.N Development Help

My AI code is exactly like Winane's, but at times it takes very long into the round before it activates. The worst case I've seen is the char acting stupid for 50 seconds before finally waking up. What am I missing out on here?

Here's the code:

;--In CMD
[Command]
name = "CPU1"
command = U, D, F
time = 1

;--and so on, with 50 humanly-impossible commands----

[State -1, AI]
type = VarSet
triggerall = var(59) != 1
triggerall = RoundState != 3
trigger1  = command = "CPU1"
trigger2  = command = "CPU2"
****
trigger50 = command = "CPU50"
var(59) = 1
    

Re: Combo remarks like 'Marvellous!' etc

 August 14, 2011, 04:53:07 pm View in topic context
avatar  Posted by CRZ  in [SOLVED]Combo remarks like 'Marvellous!' etc (Started by CRZ August 13, 2011, 07:23:58 am
 Board: M.U.G.E.N Development Help

Quote
I'm a little curious as to why you placed it in StateDef -1 if you knew it was wrong? But either way, State -2 or -3 is the way to go. Cyanide was saying that trigger persistence won't work in StateDef -2 or -3 because it was never meant to. You would spawn the helper once using !NumHelper(#) as the trigger. Then in your helper you'd have all the triggers used to spawn the Explod when needed.

Putting it in StateDef -1 was simply me being a beginner doing the craziest silliest things :P I've put it in State -2 and it works fine now.

Quote
Well you could use Hitcountpersist=1 int the statedef of all of your combo moves and then use hitcount or uniqhitcount as your trigger. Basically, don't check P2 GetHitVar(hitcount), you'll never get an accurate value that way. You need to control this yourself. Hmm, maybe you could trigger it using prevstateno=# && movehit. You would have to have one of these triggers for each of your final combo states.

Why does gethitvar(hitcount) give incorrect values ? And I couldn't agree more that it is inaccurate, using it has given me crazy results...but why? is it a bug in mugen?

I've tried hitcountpersist together with hitcount, but it didn't work. elecbyte's wiki says hitcountpersist doesn't affect the combo counter.

So now a new problem - what's the accurate trigger to check  the number of combo hits. I've looked up many chars and none of them, seems like what I'm trying to do is impossible in mugen :(

If trigger = prevstateno = X && movehit, this would mean we'd have to figure out all possible combos of the char and include them as 'special' triggers. If there could be a general way which makes trigger = last hit of any combo, that'd be a better overall solution. I've been cracking my head over it and still can't figure it out...

EDIT: I think I've found the solution: it goes

[State X, Explod]
trigger1 = number of combo hits = X

[State X, RemoveExplod]
trigger1 = number of combo hits = X + 1
trigger2 = special conditions mentioned above for super combos, etc.

If this really is the correct solution, then the only problem now is to code for X such that X = any number. If this can't be done, I'd have to code for every number of combo hits starting from 2 and this would make the file unnecessarily big. Please help, I'm so close now!!!

EDIT -  guess I'll have to 'solve' this topic since no one is replying -__-
    

Re: Combo remarks like 'Marvellous!' etc

 August 13, 2011, 04:28:54 pm View in topic context
avatar  Posted by CRZ  in [SOLVED]Combo remarks like 'Marvellous!' etc (Started by CRZ August 13, 2011, 07:23:58 am
 Board: M.U.G.E.N Development Help

Thanks Cyanide and Kenshinx0 for the info.  Helper is just some experimentation, seeing that some have made explods that way.

EDIT: The italics don't apply anymore it was just beginner rookie coding :P :P The real problem is below (how to control the combo counter)

From your tips, I tried to put the helper/explod in State -1, what I understand about State -1 in CNS is that it depends on user input so I can't seem to find a way to put a helper or explod independently without being 'attached' to another defined state (like there must be a Statedef X first, then [State X, Helper]. I've tried putting [Statedef x] and a [State X,helper] after it but that causes my char to behave weirdly cos the statedef doesn't get the char to any state, it's just to validate the helper. I know I'm doing the wrong thing, I put the Helper in the CMD file instead, it's an independent [state -1,Helper] that doesn't bind itself to any Statedef, and it triggers when there's a movehit.

In CMD :

;--------Combo Text 'Good!' defined as Helper, but could also be defined as Explod-----------------------
[State -1,Good]
type = Helper
triggerall = teamside = 1
triggerall = !Numhelper(6001)
trigger1 = movehit &&(Enemy,gethitvar(hitcount)=[2,3])
pos = 0,0
postype = left
ID = 6001
stateno = 6001
ownpal = 1
keyctrl = 0
facing = 1
persistent = 0

This was done using an animation with a blank frame -1,-1 (thanks Kenshinx0 for the tip) and then a Good! frame.


The funny thing is if I remove 'movehit' from the trigger, the Good! keeps coming up again and again even after the combo has stopped, even with persistent = 0. Why is State -1 in CMD being evaluated over and over again just like State -2, or is it because the gethitvar hasn't be reset? (is there some way to reset it then?)

With movehit, the Good! works fine, the only problem now being how to set conditions (variable or not) to control the combo hit counter. From the trigger above, Good! should appear once the combo reaches 2-3 hits but if the combo is ongoing, the Good! is still going to appear. For now, I have to put something like DestroySelf trigger = gethitvar(hitcount) >3. Still, if the combo is a slow one, the Good! will appear if there is a big interval between the third and fourth combo hit. I'd then have to specially include all slow combos as triggers..that's inefficient coding (I think).

1) Where is the proper place to put my helper state, if it doesn't have a Statedef? Rookie here. - Found out that it's still State -2

2) Is there a way to control the combo hit counter, such that the text remark will appear only after a combo has been completed? The methods I've used like the DestroySelf trigger are quite crude and inefficient. With a variable, I've tried setting var(X) = 1 if gethitvar(hitcount) = [2,3], but that still doesn't solve the problem of Good! appearing if the combo's going to be more than 3 hits. I'd still have to put a trigger in such a way that mugen will evaluate var(X) only after the combo has been completed.

Really appreciate your help...this has taken literally a whole day and still can't be solved :X
    

[SOLVED]Combo remarks like 'Marvellous!' etc

 August 13, 2011, 07:23:58 am View in topic context
avatar  Posted by CRZ  in [SOLVED]Combo remarks like 'Marvellous!' etc (Started by CRZ August 13, 2011, 07:23:58 am
 Board: M.U.G.E.N Development Help

I'm trying to make some text remarks appear after a combo has been successfully executed, like the word 'Good!' for a 2-3 hit combo.

This is my code:

;---Combo text 'Good!' defined as a Helper with an Explod------------------
[State -2, Good!]
type = Helper
triggerall = teamside = 1
trigger1 = Enemy,gethitvar(hitcount) = [2,3]
pos = 0,0
postype = left
ID = 6001
stateno = 6001
ownpal = 1
keyctrl = 0
facing = 1
persistent = 0

;-------Helper's state definition--------------------
[Statedef 6001]
ctrl = 0
anim = 6010
ownpal = 1

[State 6000,Text]
type = Explod
triggerall = !NumExplod(6000)
trigger1 = time = 0
id = 6000
pos = 0,90
postype = left
anim = 6000
ontop = 1
ownpal = 1
vel = 9,0


[State 6000,RemoveText]
type = DestroySelf
trigger1 = animtime = 0


This gets the text 'Good!'  when I score a 2-3 hit combo, but it keeps coming out non-stop even though I put 'persistent = 0' at [State -2,Good!]

- How do I get it to come out only once after the combo has been scored?? I know states in -2 are checked every tick, is there a way to get things 'back to normal' after the states have been carried out?

- If we want the text to appear a few ticks after the combo marker (2 hit combo!) disappears, something like in MVC. what are the triggers for this?



    

Re: Unique character orders, if possible.

 August 13, 2011, 06:16:29 am View in topic context
avatar  Posted by CRZ  in [SOLVED]Unique character orders, if possible. (Started by CRZ August 12, 2011, 04:52:16 pm
 Board: M.U.G.E.N Development Help

You could differ it SOMEWHAT if you just want one boss and one sub boss. By setting 2 characters to each of the remaining 8 orders you'd get something a bit like SF3's system without the choice.

Intro's on a per character basis is easy. Same system as SvC. Check p2name and trigger some explods. Not hard.

Hmm not the exact thing I hoped it'd be, but it still creates an of order I guess..
    

Re: Unique character orders, if possible.

 August 12, 2011, 07:10:05 pm View in topic context
avatar  Posted by CRZ  in [SOLVED]Unique character orders, if possible. (Started by CRZ August 12, 2011, 04:52:16 pm
 Board: M.U.G.E.N Development Help

Well, generic storylines can't be all that bad. Most creators (myself included) don't really ever use the into and ending sections in the .def. If you do though, you can utilize it to make an awesome story for your character. I'm pretty sure you can change things up based on the character you're fighting as well, but don't quote me on that.

I plan to use the intro and ending parts to make the chars more lively, without them it feels like they're fighting for no reason :X and plus dialogues with chars of unique orders can help dramatise the storylines as well. I'll see what I can do with a generic storyline though