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Messages by mug3nM8n

    

Re: AI [state - 1] projectile question?

 February 10, 2008, 09:52:34 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

just thought id share this with you all, its what im using for my super move(aka hyper combo)

[command]
name = "super"
command = D,DF,F,x+y
time = 30

[command]
name = "super_b"
command = D,DF,F,x+y
time = 30

[command]
name = "super_c"
command = D,DF,F,x+y
time = 30

[state -1, supermove]
type = changestate
value = 4000
triggerall = command = "super"
triggerall = power >= 2000
trigger1 = statetype !=A
trigger1 = ctrl = 1
trigger2 = stateno = [200,201]
trigger2  = movecontact = 1
trigger3 = stateno = [240,250]
trigger3 = movecontact = 1
trigger4 = stateno = [777,340]
[State -1]
type = ChangeState
value = 4000
triggerall = command = "super_b"
triggerall = power >= 2000
trigger1 = statetype !=A
trigger1 = ctrl = 1
trigger2 = stateno = [200,201]
trigger2  = movecontact = 1
trigger3 = stateno = [240,250]
trigger3 = movecontact = 1
trigger4 = stateno = [777,340]
[State -1]
type = ChangeState
value = 4000
triggerall = command = "super_c"
triggerall = power >= 2000
trigger1 = statetype !=A
trigger1 = ctrl = 1
trigger2 = stateno = [200,201]
trigger2  = movecontact = 1
trigger3 = stateno = [240,250]
trigger3 = movecontact = 1
trigger4 = stateno = [777,340]

i saw this sort of method in a new character that had been released, and after watching the character in watch mode, i noticed he was using his super move fairly regular and at decent times in the fight which is what i wanted for my character, so i modified it to my needs and found that it definatly works:)

by adding the same commands but naming each different and applying each to the same state worked for me, just wondering does anyone agree with this anti-AI method? >:D
    

Re: Multiple Air Attack Problems

 February 10, 2008, 07:34:37 pm View in topic context
 Posted by mug3nM8n  in Multiple Air Attack Problems (Started by MUGENforever February 10, 2008, 07:27:31 am
 Board: M.U.G.E.N Development Help

hey man here is my jumping medium kick code,

; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2


[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S3,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4


notice theres no changestate, thats what works for me, try it out, obviously edit it to your needs. also in the animations section in fighter factory (whilst using this code) if on the last frame of the attack you also click loopframe, it tends to just do the move once, and with this code it "should" work, i havent had any problems using it
    

Re: AI [state - 1] projectile question?

 February 10, 2008, 01:25:11 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

ok i tested out guile(in watch mode) and i tested him against my own character(who has no AI coding) and my character won 2-1....now i dunno if it was fluke but my character was linking his projectile to his hyper combo....and i use alot less triggers than guiles creator does....so in my experince there and i think u mentioned it first tht its not the amount, more of what the triggers are :) so thank you for that advice
i have learned something there.
    

Re: AI [state - 1] projectile question?

 February 10, 2008, 12:54:37 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

wow thanks for that reply, i certainly took alot in there lol....i think id firstly like to try just using no AI and keep to the default, my try to make my character decent, as im making my own little project with my own hand drawn characters(lol not very good drawings) but smooth:)...and i think what ill do is take a look at them characters you mentioned and see what sort of triggers (dominate)   is there a topic where warusaki3's Guile is posted or is there a link you have please? :)

edit:  found the characters :)........ill check them out
    

Re: AI [state - 1] projectile question?

 February 09, 2008, 10:34:24 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

ok thanks for the advice
    

Re: AI [state - 1] projectile question?

 February 09, 2008, 03:49:54 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

lol my character has a powercharge move :-\    although i want to code AI for it, im sorta in 2 minds because of seeing a few characters with no AI coding being effective.....im not really a fan of cheap characters, i prefer beating them :ninja: but it would be nice to see my character in watch mode fight a little better(he isnt complete at the moment) would you say (without AI) simple triggers for the moves have more effect than lots of triggeralls and trigger1 2 3 ect because the default triggers on say a strong kick get used more than a special move with lots of triggers??, ill also try out the multiple and impossible commands for cpu usage also.

one other question is........do you think its a good idea if you dont want full AI coding to mix a bit, like use no AI for alot of moves that get used anyway, and just to make the character a little more smart code AI for his jumps and air attacks ect....because on the default AI it seems the character jumps around way too much
    

Re: AI [state - 1] projectile question?

 February 09, 2008, 03:07:55 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

so are you saying characters with a power charge move that dont have AI arent so good than with characters who have no powercharge and no AI?

(sorry if i totally didnt understand that bit lol i had a late night:P)
    

Re: AI [state - 1] projectile question?

 February 09, 2008, 03:03:12 am View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

lol i can just picture that trying to fight while dead...... in the lie down state punching the air lol

is it possible to make a character good without AI? (mine will have AI)
reason im asking is because theres this character called eric(looks like ken from SF and wears light blue)
i was browsing through his .cns file and .cmd file and noticed there wasnt any AI atall, and he fights quite good in watch mode...not the best but he fights ok. But i guess if u want your character to fight like evilryu evilken ect you need AI right?
    

Re: AI [state - 1] projectile question?

 February 09, 2008, 01:25:38 am View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

can AI be coded in the state -3  as well as -1 ?

because i followed advice  by adding


[State -3, StandGuard]
type = ChangeState
triggerall = (Var(5) = 1) && (StateType = S) && (Pos Y >= 0) && (P2BodyDist Y <= 0)
triggerall = (P2BodyDist Y >= -120) && (P2StateType != C) && (P2MoveType = A)
trigger1 = (P2BodyDist X <= 120) && (Random <= 799) && (Ctrl)
trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105])
value = 130

[State -3, CrouchGuard]
type = ChangeState
triggerall = (Var(5) = 1) && (StateType != A) && (Pos Y >= 0) && (P2BodyDist Y <= 0)
triggerall = (P2BodyDist Y >= -50) && (P2StateType = C) && (P2MoveType = A)
trigger1 = (P2BodyDist X <= 120) && (Random <= 799) && (Ctrl)
trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105])
value = 131

[State -3, AirGuard]
type = ChangeState
triggerall = (Var(5) = 1) && (StateType = A) && (Pos Y < 0) && (P2BodyDist Y >= -120)
triggerall = (StateType = A) && (P2MoveType = A)
trigger1 = ((P2BodyDist X <= 120) && (Ctrl)) || (StateNo = [140, 155])
value = 132

does that mean you can code AI moves in state -3 then? optionally instead of state -1
    

Re: AI [state - 1] projectile question?

 February 08, 2008, 03:02:59 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

ok thank you ill try that
    

AI [state - 1] projectile question?

 February 08, 2008, 02:31:35 pm View in topic context
 Posted by mug3nM8n  in AI [state - 1] projectile question? (Started by mug3nM8n February 08, 2008, 02:31:35 pm
 Board: M.U.G.E.N Development Help

hey i would like to know how to make my character use his projectile more if anybody could reccomend some triggers   here is my code. var(5) = 1 is my AI trigger i have imput all the nessecary commands and set the variable trigger, but i just want to see him use this move alot more any tips?

[State -1, AI]
type = ChangeState
value = 777 ;plasma blast
triggerall = var(5)=1 && roundstate = 2 && statetype !=A
triggerall = (p2stateno!=[120,155]) && (p2statetype!=L)
triggerall = (enemy,vel y>-1)
triggerall = p2statetype = A
triggerall =  ctrl
trigger1 = p2bodydist x > 160 && random < 11
    

Re: how to add and effect on a move

 February 07, 2008, 02:33:54 am View in topic context
 Posted by mug3nM8n  in how to add and effect on a move (Started by Gmasta February 06, 2008, 04:25:06 am
 Board: M.U.G.E.N Development Help

use explod to add the fire, dont forget to position it  ;P
heres an example

[State 4000, Explod]
type = Explod
trigger1 = animelem = 3
anim = 666
pos = 50,-2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0     
random = 0,0
removetime = -2
scale = 1,1
sprpriority =2
    

Re: AI code glitch???

 February 05, 2008, 12:10:22 am View in topic context
 Posted by mug3nM8n  in AI code glitch??? (Started by mug3nM8n February 04, 2008, 11:48:28 pm
 Board: M.U.G.E.N Development Help

var(20) =1   if i remove this then what happens to the activator?
    

AI code glitch???

 February 04, 2008, 11:48:28 pm View in topic context
 Posted by mug3nM8n  in AI code glitch??? (Started by mug3nM8n February 04, 2008, 11:48:28 pm
 Board: M.U.G.E.N Development Help

ive coded my first AI move but only used it for one move and when the move activates it wont stop repeating itsself and he only uses that move all time heres the code:

[Command]
name = "CPU1"
command = D, D, U, U, D, U
time = 1

[Command]
name = "CPU2"
command = D, U, U, D, D, U
time = 1

[Command]
name = "CPU3"
command = D, D, D, U, U, U
time = 1

[Command]
name = "CPU4"
command = D, B, U, U, D, U
time = 1

[Command]
name = "CPU5"
command = B, B, U, U, D, U
time = 1

[Command]
name = "CPU6"
command = D, B, U, F, D, U
time = 1

[Command]
name = "CPU7"
command = D, B, B, U, D, D
time = 1

heres the activator

[State -1, Activate AI]
type = VarSet
trigger1  = command = "CPU1"
trigger2  = command = "CPU2"
trigger3  = command = "CPU3"
trigger4 = command = "CPU4"
trigger5 = command = "CPU5"
trigger6 = command = "CPU6"
trigger7 = command = "CPU7"
v = 20   
value = 1

heres the move

[State -1,AI move]
type = ChangeState
value =  2222
triggerall = (var(20) = 1)
trigger1 =  ctrl
triggerall = statetype=S && ctrl

as soon as this move is activated(which is a projectile) he wont stop using it for the whole match lol can some one help plzzzzz?

    

Re: how to i make my character pulse a colour using PalFX??

 February 02, 2008, 02:51:03 pm View in topic context
 Posted by mug3nM8n  in how to i make my character pulse a colour using PalFX?? (Started by mug3nM8n February 02, 2008, 02:10:52 pm
 Board: M.U.G.E.N Development Help

ok thanks
    

how to i make my character pulse a colour using PalFX??

 February 02, 2008, 02:10:52 pm View in topic context
 Posted by mug3nM8n  in how to i make my character pulse a colour using PalFX?? (Started by mug3nM8n February 02, 2008, 02:10:52 pm
 Board: M.U.G.E.N Development Help

im making a rapid punch like Kyo from KOF, it works great, but i want to make my character pulse a colour, i know i use PalFX but how do i make him pulse instead of flash?
    

Re: Testing in winmugen

 January 28, 2008, 12:55:55 am View in topic context
 Posted by mug3nM8n  in Testing in winmugen (Started by booboomc21 January 28, 2008, 12:30:21 am
 Board: M.U.G.E.N Development Help

    

Re: Footstep sound help?

 January 27, 2008, 06:58:44 pm View in topic context
 Posted by mug3nM8n  in Footstep sound help? (Started by Super_Sonic_67 January 27, 2008, 06:50:10 pm
 Board: M.U.G.E.N Development Help

im not 100% certain but correct me if im wrong, the sound would be coded in the -3 statedef at the bottom of the .cns file, like the landing sound for the jumps code in the -3state def,
    

how do i make a parry?? but have the parry as an attack animation?

 January 27, 2008, 05:01:45 pm View in topic context
 Posted by mug3nM8n  in how do i make a parry?? but have the parry as an attack animation? (Started by mug3nM8n January 27, 2008, 05:01:45 pm
 Board: M.U.G.E.N Development Help

hi guys,   i want to code a counter attack move but not sure on what to use and how to go about it,

the move is like a parry or an alpha counter, this is how i want it to work, i have the counter animation and its like a blast from a jetpack, but i want the move to happen just before the move makes contact, and by pressing forwards like a parry, if some one could help me with this or just give me the template id appreciate it very much

thanks guys
    

Re: Special move problem

 January 24, 2008, 04:25:49 pm View in topic context
 Posted by mug3nM8n  in Special move problem (Started by mug3nM8n January 24, 2008, 03:20:02 pm
 Board: M.U.G.E.N Development Help

problem solved no need for reply