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Messages by Ssiimmee

    

Avoiding cheap kill?

 December 30, 2010, 10:40:57 am View in topic context
 Posted by Ssiimmee  in Avoiding cheap kill? (Started by Ssiimmee December 30, 2010, 10:40:57 am
 Board: M.U.G.E.N Development Help

So i saw a video on youtube with yagami light.
He got those instant overkills (10 000 hp).
Any way to make them not work without editing light?
Like if damage on my char is higher than 1000, set the damage to 0? And maybe show a message like "no overkills allowed" and then instantly kill the opponent  :sugoi: (the second option would be nice to know, but not neccesary)
Thanks
    

Re: Having slight problem with super move

 November 30, 2010, 07:26:20 am View in topic context
 Posted by Ssiimmee  in Having slight problem with super move (Started by Ssiimmee November 29, 2010, 09:47:50 pm
 Board: M.U.G.E.N Development Help

Yeah, sorry i know, was tired and a bit stressed when i wrote the code :S
(off-topic) And the problem with the i believe i can fly is maily that he can move before the game says fight. I'm guessing that it's because he has no intro.
And thanks ;D
    

Having slight problem with super move

 November 29, 2010, 09:47:50 pm View in topic context
 Posted by Ssiimmee  in Having slight problem with super move (Started by Ssiimmee November 29, 2010, 09:47:50 pm
 Board: M.U.G.E.N Development Help

So in my super move, i have a projectile throw.
I just realised it misses when it feels like it.
So problem 1: How can i make the projectile homing?
Projectile code:
[mcode]
[State 6550, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 6700
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 119,-45
velocity = -1,-1
attr = S, SP
damage   = 100
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = diagup
air.velocity = -5, -12
air.juggle = 3
air.fall = 1
down.velocity = 0
down.hittime = 30
down.bounce = 0
accel = -0.1[/mcode]
And problem 2:
when he goes into state 6850 he stands still in the air.
He does not perform any move, just stands into stand animation in the air.
Code:
[mcode]
[Statedef 6868]
type = A
movetype = I
physics = A
velset = -5,-17
ctrl = 0
anim = 6868

[State 6868]
type = Turn
trigger1 = time = 1


[State 6868, end]
type = ChangeState
trigger1 = time = 40
value = 6850



[Statedef 6850]
type = A
Movetype = A
Physics = A
ctrl = 0
velset = 0,0
anim = 6868

[State 6850, HitDef]
type = HitDef
trigger1 = animelem = 1 || animelem = 2
attr = A,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFD        ;HLAFD+-
getpower = 0,0
givepower = 0,0
animtype = diagup          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 200,200
sparkno = -1
guard.sparkno = -1
sparkxy = 500,500
hitsound = S1000,0
guardsound = S1000,1
ground.type = High      ;Low,Trip,None
ground.slide = 0
guard.slide = 0
ground.velocity = -1,-3
sprpriority = 2
kill = 1
fall = 1

[State 6850, end]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1[/mcode]
So any fixes for those problems?
Thanks
    

Re: Mugen running without char folder

 November 25, 2010, 04:58:44 pm View in topic context
 Posted by Ssiimmee  in Mugen running without char folder (Started by Ssiimmee November 24, 2010, 08:36:44 pm
 Board: M.U.G.E.N Configuration Help

So is there any way to un-compile it?
So i can put the chars in my main mugen game?
    

Re: Diagonal movement in super motion

 November 25, 2010, 03:54:14 pm View in topic context
 Posted by Ssiimmee  in Diagonal movement in super motion *Almost solved* (Started by Ssiimmee November 15, 2010, 12:02:21 pm
 Board: M.U.G.E.N Development Help

So how would i turn when he's behind me? Could i get a code for that? Solved it.
And the first problem (my memory loss --; ) i still need help with. The x and y positions of the opponent. like enemy.x and enemy.y or something like that.
And for the standing on air, it's only when it says fight, not else. The intro's over andhe can walk forward and backward. And a little while before the fight text comes he goes poof and returns to starting position. So he can move and powercharge and attack or whatever before the fight text. And if he's in the air he stands there.
    

Re: Diagonal movement in super motion

 November 24, 2010, 08:51:36 pm View in topic context
 Posted by Ssiimmee  in Diagonal movement in super motion *Almost solved* (Started by Ssiimmee November 15, 2010, 12:02:21 pm
 Board: M.U.G.E.N Development Help

OK, so now there's some more problems
So firstly, i have seen a command that aims at where the enemy is, like p2pos or something similar, i forgot what it was, need reminding.
And secondly http://img202.imageshack.us/img202/4203/7px.mp4
Can i make the player face the opponent?
Code:
[mcode][Statedef 6800]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 6800

[State 6800, end]
type = ChangeState
trigger1 = animtime = 0
value = 6868
ctrl = 1

;Ending2 (Flying)

[Statedef 6868]
type = A
movetype = I
physics = A
velset = -5,-15
ctrl = 0
anim = 6868

[State 6868, end]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1[/mcode]
6868 is the jumping frame and 6800 is the prepare jump frame.
So in the animation they both face right.
I could make it face left in the animation, but it would fail if i do the super move from the other side.

And lastly, unrelated, the i believe i can fly thing. Is it a bug in my winmugen or something with my char  :???:
Thanks
    

Mugen running without char folder

 November 24, 2010, 08:36:44 pm View in topic context
 Posted by Ssiimmee  in Mugen running without char folder (Started by Ssiimmee November 24, 2010, 08:36:44 pm
 Board: M.U.G.E.N Configuration Help

How is it possible? is it in the dll's?
The files in the data folder are like normal, no extra text.
Video: http://img404.imageshack.us/img404/3936/lmj.mp4
To download just google mugen grand line bout and download beta 3, it's over 80 megabyte though.
So the question is how do i make it run without a char folder? is it hidden? or what is it and how :???:
    

Re: Character transformation (with random notepad - wordpad - ff discussion)

 November 21, 2010, 01:30:22 pm View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

Yeah, i did that powercharge before i tried the poweradd.
So i will try the power adding. And it CAN be reverted right? just if the var = 90 set the power to 3 times. And if its !90 set it back to 1 times.
    

Re: Character transformation (with random notepad - wordpad - ff discussion)

 November 21, 2010, 08:19:01 am View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

Can't really say that worked...
when i use powercharge
[mcode][State 5800, PowerAdd]
type = PowerAdd
triggerall = command = "hold_x" && command = "hold_y"
trigger1 = power<powermax
value = 9

[State 5800, ChangeState]
type = ChangeState
trigger1 = power>=powermax
trigger2 = command!="hold_x" || command!="hold_y"
value = 5900
ctrl = 0[/mcode]
it goes above 3rd bar and when i let it go it goes bach to 3rd bar.
And when i use regular attacks then it doesn't revert at all.
Plus it doesn't look good to only fill about half power bar, so i think i'll put strength in instead. It's the same i guess, when var (0) = !90 and attack >= 100
attack = 100
And maximum attack is like 200
    

Re: Character transformation (with random notepad - wordpad - ff discussion)

 November 20, 2010, 10:10:37 pm View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

A bit too much south park? or did you just think of that on your own? ;D
Well, i'll keep this topic open until i'm done with the transformation things, which includes the answer to the question i asked before.
Code on previous page and i'm trying to change the max power from 3000 to 5000 when var (0) = 90.
    

Re: Projectile speed

 November 19, 2010, 10:48:37 pm View in topic context
 Posted by Ssiimmee  in Projectile speed *SOLVED* (Started by Ssiimmee November 19, 2010, 09:49:36 pm
 Board: M.U.G.E.N Development Help

hehe yeah, now that you mention it i see ;P
And by the way, i dunno why there's two changestates, maybe they're twins o_O

And now to the other problem: http://img822.imageshack.us/img822/9312/mugenswordfail.mp4
When i use my super attack, which is epeleptic siezure warning, the projectiles run off. Same code as above.
The answer is probably also like above, really obvious --;

EDIT AGAIN: I just remembered i tried the thing with velocity like first of all, but without success. And also the solution for the second problem.
The actual problem was thet the projectiles hit the enemy before having time to apply the velocity.
So yeah, solved by changing position ;D
    

Projectile speed *SOLVED*

 November 19, 2010, 09:49:36 pm View in topic context
 Posted by Ssiimmee  in Projectile speed *SOLVED* (Started by Ssiimmee November 19, 2010, 09:49:36 pm
 Board: M.U.G.E.N Development Help

OK, straight to point:
I have a projectile thets firing diagup and they fire at animelem6.
My launcher is animelem5. I want the projectiles to be visible (2 projectiles firing at animelem6) before they hit and thereby disappear. thay should not be paused before firing, as that would look a bit unrealistic.
So how would i change the speed at which the projectile travels?
If it matters, here's my code [mcode][Statedef 6500]
type = S
movetype = A
physics = S
velset = 0,0
ctrl = 0
anim = 6500

[State 6500, HitDef]
type = HitDef
trigger1 = animelem = 5
attr = S,HA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
animtype = diagup          ;light,medium,hard,back,up,diagup
priority = 7,Hit   ;Hit,Miss,Dodge
damage = 100,100
sparkno = -1
guard.sparkno = -1
sparkxy = 500,500
hitsound = S1000,0
guardsound = S1000,1
ground.type = High      ;Low,Trip,None
ground.slide = 0
guard.slide = 0
ground.velocity = -5,-12
sprpriority = 2
kill = 0
fall = 1


[State 6500, 1]
type = Projectile
trigger1 = AnimElem = 6
projanim = 6700
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 96,-55
velocity = 1,-1
attr = S, SP
damage   = 100
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 1,-1
air.animtype = diagup
air.velocity = -4,-12
air.juggle = 3
air.fall = 1
down.velocity = 0
down.hittime = 30
down.bounce = 0
accel = -0.1

[State 6500, sound]
type = playsnd
trigger1 = animelem = 1
value = S1, 1
volume = 100

[State 6500, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 6700
projhitanim = -1
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 119,-45
velocity = 1,-1
attr = S, SP
damage   = 100
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = diagup
air.velocity = -4,-12
air.juggle = 3
air.fall = 1
down.velocity = 0
down.hittime = 30
down.bounce = 0
accel = -0.1

[State 6500, sound]
type = playsnd
trigger1 = animelem = 1
value = S1, 1
volume = 100

[State 6500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 6500, End]
type = ChangeState
trigger1 = AnimTime =0
value = 0
ctrl = 1[/mcode]
Thanks
    

Re: Hard / impossible command

 November 19, 2010, 07:58:27 pm View in topic context
 Posted by Ssiimmee  in Hard / impossible command (Started by Ssiimmee November 19, 2010, 06:56:44 pm
 Board: M.U.G.E.N Configuration Help

yeah, i thought so too, but there is a D, DB, B state for another attack and D, DB for this attack.
Which is a bit weird. I'll try changing the command in ff see if that works.
    

Re: [NORWEGIAN ONLY] Mugen fra Norge

 November 19, 2010, 06:59:30 pm View in topic context
 Posted by Ssiimmee  in [NORWEGIAN ONLY] Mugen fra Norge (Started by The Street Fighter June 24, 2010, 02:54:23 pm
 Board: International

Jag är svensk, men nära nog ;P
    

Hard / impossible command

 November 19, 2010, 06:56:44 pm View in topic context
 Posted by Ssiimmee  in Hard / impossible command (Started by Ssiimmee November 19, 2010, 06:56:44 pm
 Board: M.U.G.E.N Configuration Help

Ok so i just got a char that uses a special that goes D, DB, z.
Its supposed to be in time = 15.
But how am i supposed to du D, DB, z?
If i click down key adn then go to right key, then it goes fo the D, DB, B or if it's D, B command. And if i try to press down and then after i press down i hold back and press Z it does the D, z attack.
So how do i do it? :???:
Does it matter what version of mugen i use? If it does, i use winmugen.
thanks
    

Re: Character transformation

 November 19, 2010, 05:15:02 pm View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

If you make a program like that, be sure to let us know ;D
    

Re: Character transformation

 November 18, 2010, 09:03:39 pm View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

Yay for random text :sugoi:
Still need help with the adding stuff while transformed by the way
    

Re: Character transformation

 November 18, 2010, 07:08:21 pm View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

I was just talking about not beaing familiar with notepad ::)
And i kinda put the website thing on ice for now.
Dad thought it'd be fun if i made a website so i used his old notes, didnt feel like looking up tutorials on the internet  :P
And i know a guy that's designing websites, he uses notepad plus.
    

Re: Character transformation

 November 18, 2010, 05:25:28 pm View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

Told ya i'd post again ;P
So i got the move stuff figured out, but how do i make it so he gets more life, power and attack when transformed?
i tried
[mcode][Data]
triggerall = var(0) = !90
life = 1000         ;Amount of life to start with
power = 3000      ;Amount of maximum power
attack = 100      ;attack power (more is stronger)
defence = 100      ;defensive power (more is stronger)
fall.defence_up = 50   ;Percentage to increase defense everytime player is knocked down
liedown.time = 60      ;Time which player lies down for, before getting up
airjuggle = 15      ;Number of points for juggling
sparkno = 2         ;Default hit spark number for HitDefs
guard.sparkno = 40   ;Default guard spark number
KO.echo = 0         ;1 to enable echo on KO
volume = 0         ;Volume offset (negative for softer)
IntPersistIndex = 60   ;Variables with this index and above will not have their values
FloatPersistIndex = 40[/mcode]
And i increased them when the variable was equal to 90.
Obviously it did not work :o
So how would i do it?
    

Re: Character transformation

 November 18, 2010, 10:08:09 am View in topic context
 Posted by Ssiimmee  in Character transformation (with random notepad - wordpad - ff discussion) (Started by Ssiimmee November 16, 2010, 09:18:59 am
 Board: M.U.G.E.N Development Help

I dont really have much experience using notepad either --;
I'm making an own website using my dad's old notes from like 1970's, but no, not much experience of notepad either.