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Messages by M.U.G.E.N.P.E.R.V

    

Help coding helper move for AI

 December 08, 2009, 11:08:08 pm View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Help coding helper move for AI (Started by M.U.G.E.N.P.E.R.V December 08, 2009, 11:08:08 pm
 Board: M.U.G.E.N Development Help

I need some advise on how to code AI for a helper grab move move. The move involves the helper grabbing the enemy and then holding him, from there i can do different attacks depending on the button I press, sorta like a command grab move but abit more extended. Would something like this work?
 
[State -1, xxx]                           <-------state of the grab
type = ChangeState
value = 9999
triggerall = NumHelper(7350) = 0
triggerall = NumHelper(1150) = 0
triggerall = var(51) = 1
triggerall = var(53) = 1
triggerall = p2bodydist x = [-5,10]
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != S
triggerall = ctrl
trigger1 = random < 30
trigger1 = p2movetype = A

[State -1, xxx2]                           <-------state of one of the attacks after the grab
type = ChangeState
value = 9998
triggerall = NumHelper(7350) = 0
triggerall = NumHelper(1150) = 0
triggerall = var(51) = 1
triggerall = var(53) = 1
triggerall = p2bodydist x = [-5,10]
triggerall = statetype != A
triggerall = p2statetype != L
triggerall = p2statetype != S
triggerall = p2stateno = xxxx(state p2 will be when move hits)
triggerall = ctrl
trigger1 = random < 20


Can this work? Apologies if this looks like turd coding :( but this is the first time Im actually making a custom Ai code, usually I just copy existing code of similar moves and just add different triggers to suit my needs but this one if alot more tricky cause of the helper aspect and having no experience in this type of command grabs. My main worry here is creating clones which in my experience tends to happen alot when dealing with helpers.......partly due to my suckyness --;

Btw Im using the other Ai coding method that is not Winane's. As explained here http://mugenguild.com/forumx/index.php?topic=108420.msg1012378;boardseen#new
    

Need help with helper attack. Key cntrl related.

 November 18, 2009, 05:06:32 am View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Need help with helper attack. Key cntrl related. (Started by M.U.G.E.N.P.E.R.V November 18, 2009, 05:06:32 am
 Board: M.U.G.E.N Configuration Help

How can I make a helper character listen to my commands but without using keyctrl=1. I have a helper attack move that requires me to press a button once he enters a certain state.
Helper walks to opponent> Attack a bit> then enters state that requires me to enter a command before he can continue> state if I entered the command successfully> end state.
At first I just put 1 on helper keyctrl but then I ended up creating copies of my character whenever I pressed any button when my helper was in the process of walking up to P2.

Basically I either have to find a way to be able to enter my command without keyctrl on helper or fix the issue of creating duplicates of myself. Just to be clear this isnt a mimic type helper, my helper has his own actions that he goes through but he needs me to be able to complete the move. Pls help. Thx.


Oh jeez, wrong forum. Mods plz move it to the correct forum plz. Sorry for the trouble.
    

Need advice on throw move.

 October 13, 2009, 01:45:49 pm View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Need advice on throw move. (Started by M.U.G.E.N.P.E.R.V October 13, 2009, 01:45:49 pm
 Board: M.U.G.E.N Development Help


I need to know how I can make P2 land at a certain height after he has been hit by a move with hitdef anim type diagup. Means I need need him to go through the diagup anim after he has been hit by the move then crash on the ground but not land on the floor and instead at a height I specify. The only way I can figure out is to put p2 in a whole bunch of custom states to simulate the crash but use targetbind to have him land at the height I want. Is there an eaiser way to do this or is custom states the way to go.
    

Attack after ko problem in simul mode.

 September 29, 2009, 12:21:15 am View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Attack after ko problem in simul mode. (Started by M.U.G.E.N.P.E.R.V September 29, 2009, 12:21:15 am
 Board: M.U.G.E.N Development Help

How can I make an attack not keep looping if Im fightning in simul mode? Usually the attack will keep looping if it ko'ed my opponent and it works fine when 1 on 1 but in simul mode if it KO's 1 opponent it keeps looping on that opponent even when the other opponent is still alive. I want to keep the looping effect after KO intact but disable it in simul mode or at least not keep looping if the other guy is still alive.
    

Re: Need help with a throw and explod.

 September 23, 2009, 07:12:31 am View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Need help with a throw and explod. (Started by M.U.G.E.N.P.E.R.V September 21, 2009, 02:05:34 pm
 Board: M.U.G.E.N Configuration Help

Does that work if the helper(I probably should have mentioned that its the helper thats doing the throw) is also starting the attack in mid air? I want them both to come down before starting any part of the attack animation. I think my p2 binds are correct cause p2 will stick to the helper no matter where he is but the problem is the helper starts attacking as soon as he grabs him. I want the move to be able to connect in the air but not be performed in the air.
    

Need help with a throw and explod.

 September 21, 2009, 02:05:34 pm View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Need help with a throw and explod. (Started by M.U.G.E.N.P.E.R.V September 21, 2009, 02:05:34 pm
 Board: M.U.G.E.N Configuration Help

Wrong forum --;
    

Re: Image size problem

 September 21, 2008, 01:44:51 pm View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Image size problem (Started by M.U.G.E.N.P.E.R.V September 21, 2008, 10:54:29 am
 Board: M.U.G.E.N Development Help

I use Fighter Factory and choose "save sprite as pcx", in FF the size is 183 x 142 and that is also the size when I edit and save it in Gimp. Then I add the image in with FF and the size is still the same but as soon as I go into mugen and test it that is when the problem occurs.
    

Image size problem

 September 21, 2008, 10:54:29 am View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in Image size problem (Started by M.U.G.E.N.P.E.R.V September 21, 2008, 10:54:29 am
 Board: M.U.G.E.N Development Help

Im having a problem with image size when editing pcx files. I export the pcx file out then edit if with Gimp then I save it and add it back into the sprite list with FF. Everything seems ok but when I go into mugen to test it out the animation of that particular edit is in a much bigger size. Idk what is causing the problem.  Also Im editing one of the GGX characters so its probabbly something to do with it being Hi-res? IM just guessing that is the problem but I have edited GGX characters before but I have never come across this problem. Help plz someone.
    

Re: PCX edit problem

 June 03, 2008, 10:17:11 am View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in PCX edit problem (Started by M.U.G.E.N.P.E.R.V June 03, 2008, 09:44:49 am
 Board: M.U.G.E.N Development Help

Hmmm oh well guess I will make due. Thx anyway.
    

PCX edit problem

 June 03, 2008, 09:44:49 am View in topic context
avatar  Posted by M.U.G.E.N.P.E.R.V  in PCX edit problem (Started by M.U.G.E.N.P.E.R.V June 03, 2008, 09:44:49 am
 Board: M.U.G.E.N Development Help

Does anyone know which is a good program that will let me rotate PCX files without distorting the image? Im using the Gimp program now and whenever I rotate a pic it looks a bit like pixel vomit tbh. Is this normal or is the Gimp just crap? By rotate I mean in custom angles and not 90 or 180 degree rotations. Thx