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2OS

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Messages by 2OS

    

Re: infinite changestate loop

 September 01, 2013, 06:28:50 am View in topic context
 Posted by 2OS  in infinite changestate loop (SOLVED) (Started by MDI September 01, 2013, 05:44:45 am
 Board: M.U.G.E.N Development Help

[State -1]
type=changestate
trigger1=
value=2004
[State -1]
type=changestate
trigger1=
value=20041
    

Re: Divine W.I.P.'s

 August 29, 2013, 11:39:14 pm View in topic context
 Posted by 2OS  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

    

Re: The "What is your job?" Thread

 August 17, 2013, 07:06:32 pm View in topic context
 Posted by 2OS  in The "What is your job?" Thread (Started by Cenobite 53 August 17, 2013, 04:34:48 pm
 Board: All That's Left

    

Re: PlayerID 56

 August 04, 2013, 09:00:47 am View in topic context
 Posted by 2OS  in PlayerID 56 (Started by Алексей July 29, 2013, 06:28:35 pm
 Board: Development

helpermax isn't really a trigger. just an example.

but like i said p1's id can substitute it since it's not a trigger.

[State HelperMax]
type=null
trigger1=!ishelper
trigger1=!playeridexist(id-1)
trigger1=var(0):=id
trigger1=playeridexist(id-1)
trigger1=var(0):=id-1
trigger1=playeridexist(id-2)
trigger1=var(0):=id-2
trigger1=playeridexist(id-3)
trigger1=var(0):=id-3


numhelper<floor(var(0)/2)
    

Re: K.O. Issues.

 August 04, 2013, 08:12:19 am View in topic context
 Posted by 2OS  in K.O. Issues. (Started by -SyN- August 02, 2013, 03:04:07 pm
 Board: M.U.G.E.N Development Help

1. the winner not being in state 0
2. the loser not being in state 5150
3. a persisting ctrlset to 0
4. possibly other shit that im not directly aware of
    

Re: PlayerID 56

 August 04, 2013, 06:28:03 am View in topic context
 Posted by 2OS  in PlayerID 56 (Started by Алексей July 29, 2013, 06:28:35 pm
 Board: Development

p1=helpermax
p3=helpermax+1
p2=helpermax+1+(enemy,teammode=simul)
p4=helpermax+1+(teammode=simul)+(enemy,teammode=simul)

besides survival mode this never changes. ever. mugenversion is immaterial.

p1's id can indirectly serve as a helpermax trigger.


winmugen defaults helpermax=32. 1.0 defaults helpermax=56. if you modify helpermax (most people do) that mugenversion detector does absolutely nothing.

i set both mugen versions helpermax to 56.
    

Re: Configuration file for a chaarcter?

 August 01, 2013, 07:00:07 am View in topic context
 Posted by 2OS  in Configuration file for a chaarcter? (Started by Sheng Long July 31, 2013, 11:27:03 pm
 Board: M.U.G.E.N Development Help

all this moaning about limits is beyond silly


1. destroyself the helper after you parentvarset

2. each player has a total of 110 vars
    

Re: Slow Motion Effect

 July 28, 2013, 07:40:29 am View in topic context
 Posted by 2OS  in Slow Motion Effect (Started by sarfraz192 July 25, 2013, 08:07:44 pm
 Board: M.U.G.E.N Development Help

if you want to ""opt out"" of your own slow motion you have to use a var.

[State -2]
type=pause
trigger1=movehit
trigger1=var(0):=1
trigger1=var(0)%3=0
time=1
movetime=1
pausebg=1

[State -2]
type=null
trigger1=var(0)>=1
trigger1=var(0):=var(0)+1
trigger1=var(0)>=25
trigger1=var(0):=0
    

Re: Slow Motion Effect

 July 27, 2013, 10:09:26 am View in topic context
 Posted by 2OS  in Slow Motion Effect (Started by sarfraz192 July 25, 2013, 08:07:44 pm
 Board: M.U.G.E.N Development Help

helper cos it has a reliable variable that you don't even have to create or manage (it's own state time).

if how long you want it to last is particular (the already posted example is 25 ticks) you'd need either a helper or a var (you have to manage vars).

if you want to ""opt out"" of your own slow motion you have to use a var.


between this and your posted code what you're looking for is most likely in statedef -2. either a pause or a helper is what you need to delete.
    

Re: Divine W.I.P.'s

 July 24, 2013, 06:15:03 am View in topic context
 Posted by 2OS  in Divine W.I.P.'s (Started by DW May 15, 2012, 03:45:05 am
 Board: Projects

the hiatus bug bit the shit out of you too huh.

best wishes with whatever life brings you from here on out then.
    

Re: Alternate for 'value = root, sprpriority'?

 July 15, 2013, 05:52:41 am View in topic context
 Posted by 2OS  in Alternate for 'value = root, sprpriority'? (Started by Sheng Long July 14, 2013, 08:04:47 pm
 Board: M.U.G.E.N Development Help

    

Re: "TagIn" State Controller not working on Mugen 1.1

 July 14, 2013, 12:18:22 pm View in topic context
 Posted by 2OS  in "TagIn" State Controller not working on Mugen 1.1 (Started by UnoShe July 14, 2013, 03:56:36 am
 Board: M.U.G.E.N Development Help

i initially posted that. then thought ""all characters he's implementing this into should have that command"".

it's not undefined cos target,command="command" works for Reu's characters and i've suggested it to someone before.
    

Re: "TagIn" State Controller not working on Mugen 1.1

 July 14, 2013, 11:41:15 am View in topic context
 Posted by 2OS  in "TagIn" State Controller not working on Mugen 1.1 (Started by UnoShe July 14, 2013, 03:56:36 am
 Board: M.U.G.E.N Development Help

lol you're serious HAHAHAHAHAHAHA.

that's only one of many ways you can utilize selfstate. instead of (ignorantly as hellol) lecturing me actually try what i've given you.

and take your own advice you fucking lol amateur.


you most certainly don't deserve it but i'll be more elaborate here


the old format:

[State -1]
type=tagin
trigger1=command="tag out"
stateno=tag out##########  ;;  p1 selfstates to tag out
partnerstateno=tag in##########  ;;  p3 selfstates to tag in


the work around:

[State -1]
type=selfstate
trigger1=command="tag out"
value=tag out##########  ;;  p1 selfstates to tag out
[State -1]
type=selfstate
trigger1=numpartner
trigger1=partner,command="tag out"  ;;  you detect that p1 has commanded tag out
value=tag in##########  ;;  p3 selfstates to tag in
    

Re: "TagIn" State Controller not working on Mugen 1.1

 July 14, 2013, 10:26:11 am View in topic context
 Posted by 2OS  in "TagIn" State Controller not working on Mugen 1.1 (Started by UnoShe July 14, 2013, 03:56:36 am
 Board: M.U.G.E.N Development Help

ok smartass.

did selfstates ever occur to you? cos essentially that's all tagin was.


[State -1]
type=selfstate
trigger1=command="tag out"
value=tag out##########

[State -1]
type=selfstate
trigger1=numpartner
trigger1=partner,stateno=tag out##########
value=tag in##########
    

Re: "TagIn" State Controller not working on Mugen 1.1

 July 14, 2013, 05:33:33 am View in topic context
 Posted by 2OS  in "TagIn" State Controller not working on Mugen 1.1 (Started by UnoShe July 14, 2013, 03:56:36 am
 Board: M.U.G.E.N Development Help

there is no alternate

why are you relying on undoc'd code for practical development in the first place
    

Re: Helper slow by 1 tick

 July 09, 2013, 10:31:14 pm View in topic context
 Posted by 2OS  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

crud. i forgot to put that trigger there.


[State 9960]
type=changeanim
trigger1=ishelper
trigger1=selfanimexist(root,anim+10000)
value=root,anim+10000
elem=root,animelemno(0)
ignorehitpause=1


imo that aura for gethit anims will look dumb unless you modify the transparency of it to dim or something.
    

Re: Helper slow by 1 tick

 July 09, 2013, 08:20:03 pm View in topic context
 Posted by 2OS  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

you're doing that for every anim?

yipes

in which case you'd only need one helper and one state and that would be easier. you'd have to line up your anims with a difference of some number like 10000


eg:

stand anim is 0
stand aura is 10000
walk anim is 20
walk aura is 10020
jump anim is 40
jump aura is 10040
etc
etc

then

[Statedef -2]

[State -2]
type=helper
trigger1=!ishelper
trigger1=!numhelper(9960)
id=9960
stateno=9960
helpertype=player
ignorehitpause=1
pausemovetime=2147483647
supermovetime=2147483647

[State -2]
type=selfstate
trigger1=ishelper(9960)
value=9960
ignorehitpause=1

[Statedef 9960]

[State 9960]
type=changeanim
trigger1=ishelper
value=root,anim+10000
elem=root,animelemno(0)
ignorehitpause=1

[State 9960]
type=turn
trigger1=ishelper
trigger1=facing!=root,facing
ignorehitpause=1

ps: if you do it this way the slow by 1 tick thing should never happen regardless of where the helper is spawned.
    

Re: Helper slow by 1 tick

 July 09, 2013, 08:06:11 am View in topic context
 Posted by 2OS  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

why exactly are you even using a helper for this


[State 0]
type = explod
triggerall = !ishelper
trigger1 = numexplod(9960)= 0
trigger1 = anim = 0
id = 9960
bindtime=-1
pos = 0,0
postype = p1
anim = 9960
scale=.5,.5
ignorehitpause = 1
pausemovetime=2147483647
supermovetime=2147483647


[State -2]
type=removeexplod
triggerall=!ishelper
triggerall=numexplod(9960)
trigger1=stateno !=0
trigger2=stateno=0&&anim=5



this will do the exact same thing.

really it'll do better assuming you're using helpertype=player to avoid the F1 Killer hack.

unless you're constantly changing animations ( afterimage aura ) a helper is immensely wasteful.
    

Re: Helper slow by 1 tick

 July 08, 2013, 08:36:59 pm View in topic context
 Posted by 2OS  in Helper slow by 1 tick (Started by KBN22 July 08, 2013, 06:41:11 am
 Board: M.U.G.E.N Development Help

slow in terms of what


wait

Quote
[State -2]

yaa negative states don't parse time=0

put the helper in state 0
    

Re: Psylocke

 July 06, 2013, 08:55:59 am View in topic context
 Posted by 2OS  in Psylocke + All Chars Update (Started by DW July 05, 2013, 06:28:37 pm
 Board: Your Releases, older Mugen

maybe (probably) it's just me but ninjitsu looks static as hell too.

the following will change that:

[State -3]
type=explod
trigger1=(stateno=[1500,1510])
trigger1=time=1||time=25
anim=1505
id=1500
pos=0,const(size.mid.pos.y)
postype=p1
scale=const(size.xscale)*2,const(size.yscale)*2
sprpriority=4
trans=add
ignorehitpause=1
[State -3]
type=explod
trigger1=(stateno=[1500,1510])
trigger1=(time=[1,10])||(time=[25,34])
anim=1505
id=1500
accel=(-20+(random%40))*0.004,(-20+(random%40))*0.004
pos=-20+(random%40),const(size.mid.pos.y)-20+(random%40)
postype=p1
removetime=40
scale=const(size.xscale)*0.2,const(size.yscale)*0.2
sprpriority=4
trans=add
ignorehitpause=1

and i don't need to tell you to feel free to play around with those values.