I've never coded an AI system, but there's always a first time, right? By the way I've tried to take a look at winane method on this link http://mugenguild.com/forum/topics/ai-activation-code-10013.0.html but I can't open the tutorial link on the first page, and I also can't find on google a good tutorial about.
So, there's another similar tutorial here or I simply must do a "deeper search" on google?
I need some help to understand how can I create a move that only a human player can perform and not the AI. I know that in mugen 1.0 there is a trigger called "AILevel", but at the moment I'm working with winmugen because in this way I can use my character both in winmugen and mugen 1.0. I'm using as a base Kung Fu Man character, so (from what I see) there's no AI System, but more like a "spamming commands" system.
So, there's a way or a trigger to make a specifc command impossible for the AI to use? Or I must create first a more advanced AI system with variables, etc...?
It would be helpful If you can also make some examples like "statedef -- , trigger= --- " and so, for a better understand.
Bad News GBK is right. I remeber that a guy on twitter asked to Ed Boon if Deadpool would be in MKX, and Ed answerd something like "it would be cool, but since deadpool is a marvel character..."
Hi! I'd like to request sound effects and sprites/props/image files (in particular, the superhero logo located on character powerbar) from INJUSTICE: Gods Among us.
Thanks to gui0007's I already have the complete voice set of Injustice, but I was wondering if someone has also ingame fight sound effects (like superman heat vision sfx, etc...) and voice clips like pain yells, etc..
It's okay even if the sounds are from the mobile/IOS version of Injustice or from Mortal Kombat vs DCUniverse: afterall, both of them have similar basic sounds. Any help you can give will be appreciated.
Alex, actually you're right again! I change "gameheight" and "gamewidth" with the game effective screen resoultion and it works.
I also download Mugen 1.0 to make some "tests".
Now I can see that In both of them (the winmugen now correct one and the standard code for Mugen 1.0) there is a bug that makes a clone of your character that follows you on the screen. I guess that it can be caused by a wrong helper/explod code or maybe a wrong animation/state number reference. I'm going to take a better look and see to fix that.... Posted: July 22, 2014, 11:06:24 pm Done!
It was a stupid error. I forgot to create a blank 9999 animation for this "Change Animation" state:
; Blank Animations [state 10000, Change Animation] type = changeanim trigger1 = anim != 9999 <-----this was missing XD value = 9999 <-----this was missing XD
Actually change "cond" to "Ifelse" like you said should work. Unfortunatley if I don't find also a solution for "gameheight" I can't even test my char to see if it works fine XD
Maybe I should really change WinMugen with Mugen 1.0 . Is the old version of fighter factory compatible with Mugen 1.0 or I should download the new one? because I work on my projects with "Fighter Factory 1.0.12.2005 (updated pack 3)" version...