Well, just downloaded the three separated component methods and added to my character.I haven't even started programming the AI yet because I noticed that when buttons are mashed, it gets activated.This is the 2-Var method I'm using btw.MEANING HELP PLEASE
Single Independent Post:In PotS's chars that use Winane's Method, I notice that they have a tendency not to activate. I had brought the issue up before and he changed his activation method, but the same flaw still appears.Elix and Winane had both said that, PotS's Activation was a modification (Not sure about after the change though), but when the code is installed by them, it works properly 100% of the time.I recently dabbled in two new Activation types that depend on the default AI and the speed at which you play Mugen. The one I'm posting is like this because the Default AI has a tendency to go into jumping states:[mcode][State -1, AI]type = VarSettriggerall = var(59) != 1trigger1 = roundstate = 2trigger1 = stateno = 40trigger1 = command != "holdup"trigger1 = time < 2var(59) = 1[/mcode]I am also working on one that is mainly geared toward CvS chars, because the default AI has a major tendency to trigger only the "charge" (I think it's literally whatever command those quotes are designated to) so I'll try finishing that sometime soon.These two codes will work based on:- How 'impossible' (dead unlikely) it is for people to move on a single tick basis - The speed at which mugen is Running- and a few more things I do not have time to outline right nowIf you have any potential flaws, please present them. PotS, I think your [state -1] tick lapse belongs in this discussion if you are willing (and no I won't do what I did before).
Not too fond of the idea of a jump state activating AI. It just doesn't seem like it would activate as quickly.
Jesuszilla said, January 08, 2008, 05:50:54 amNot too fond of the idea of a jump state activating AI. It just doesn't seem like it would activate as quickly.Yeah, I understand that completely. I am really only using this method because I don't fully understand Winane's, nor how to implement it properly.
Tee Hee Hee said, January 08, 2008, 05:38:30 amthey have a tendency not to activateThat's a really weird way to phrase it, since I don't see it happening. Anyway, that's the problem, I haven't seen the AI failing to activate so I can't pinpoint the cause. ???And the difference is that, in my little modification, it detects pressing a direction rather than holding it, and doing so can detect human players (in the original directions only detect CPU).
You probably just missed or failed one of the steps, which is normal because the code is such a monster when you first see it. Tried redoing it?