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Accurate Kof Lie down times??? [SOLVED] (Read 417 times)

Started by luis2345, November 16, 2010, 06:02:36 am
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Accurate Kof Lie down times??? [SOLVED]
New #1  November 16, 2010, 06:02:36 am
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Does anybody know how much is the liedown time for Kof (2002 or general) characters?


And how to prevent characters to getting up early?
http://www.mugen-infantry.net/forum/index.php?topic=64575
By Matrimelee
Luis2345 Video thread
AI\'s : Cassandra,Fliz,Angel,Kung fu Man,Ai,Yuri,Adon
Last Edit: November 18, 2010, 07:22:26 am by luis2345
Re: Accurate Kof Lie down times??? +
#2  November 16, 2010, 08:08:59 am
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IIRC, it's 9. Now you can set this in the constants section. But it makes you invulnerable while lying down. What i recommend is to find the liedown state 5110 i believe without checking and override it. You then getup when time = 9. That'll stop the hardcoded invulnerability, and you'll get up in the right amount of time.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Accurate Kof Lie down times??? +
#3  November 16, 2010, 10:35:49 am
  • **
IIRC, it's 9. Now you can set this in the constants section. But it makes you invulnerable while lying down. What i recommend is to find the liedown state 5110 i believe without checking and override it. You then getup when time = 9. That'll stop the hardcoded invulnerability, and you'll get up in the right amount of time.

9? i think thats so fast, in kof some characters have different liedown time before getting up , maxima and shermie take a lot of more time to get up than yuri (just an example)

I don't really know how that fixes the problem, i have state 5110 overrided in the cns but  i don't know what to change exactly
Code:
[Statedef 5110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

What i want to do is, for example : i want my character to get up strictly at time  21, no more no less. but when i set that time to the constants section, it only works when the character is not controlled, if you press left or right ,the character will get up almost instantly
http://www.mugen-infantry.net/forum/index.php?topic=64575
By Matrimelee
Luis2345 Video thread
AI\'s : Cassandra,Fliz,Angel,Kung fu Man,Ai,Yuri,Adon
Re: Accurate Kof Lie down times??? +
#4  November 16, 2010, 08:47:40 pm
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
If state 5111 is free, pass the above state through to that when time = 0. If it's hardcoded that much we need to leave the state that's giving us problems and move to another one. You'll need to add a changestate for 5120 and copy paste the rest of that stuff in.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.