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Death animation Changes(glitch?) if Victor is on right side of character (Read 411 times)

Started by darkmoon766, September 07, 2008, 08:32:43 am
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Death animation Changes(glitch?) if Victor is on right side of character
New #1  September 07, 2008, 08:32:43 am
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(originally posted in configuration help, probably wrong place for this.)
I am trying to figure out why in this cool bonus stage the car disappears and is replaced by animation 5 (spinning glass loop) if the character fighting the car ends up on the right side of the car.  On p1 side, it goes to action id 170 state 0 and is fine, but on 2p side, it goes to action id 170 state 0 and then 2 frames later it goes to action id 5 state 0 and the car is gone replaced by a spinning piece of glass.  Any body have any ideas why this does this?  Can it be fixed?



2 frames later



If anybody wants to see any code let me know what and I will post it.  Thanks for your help.



(P.S. Original subject of this thread was for this, which was solved 3 posts down.)
Hello. I was wondering how you would make a character block less frequently.  In specific, I am trying to have Bonus Stage 2 by BONUSUGI block less often.  I am assuming when you hit the barrels and glass and they don't break, they are blocking.  Should I write an ai or do something to a state?  And if either one any ideas?   Thanks for any help.  :)
Last Edit: September 08, 2008, 02:28:26 am by darkmoon766
Re: How to make a character block less frequently
#2  September 07, 2008, 08:35:38 am
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Well, provided the author hasn't included a special AI method of getting into the block states.

[mcode]assertspecial[/mcode]

Check out the nostandguard noairguard nocrouchguard flags for that.


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They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: How to make a character block less frequently
#3  September 07, 2008, 08:40:28 am
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Thanks for pointing me in a direction to look Cyanide!   :sugoi:  I'll check it out now.





Re: How to make a character block less frequently
New #4  September 07, 2008, 11:25:27 am
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That assert special nogaurd is good to know, but it wasn't what was needed in this case. Although, it got me looking deeper than I would have, and found the real issue.  It never blocks at all, it does reversals.

[mcode][State 2110, 40]
type = ReversalDef
trigger1 = AnimElem = 1
reversal.attr = SCA, AA, AT, AP, NA, SA, HA, NT, ST, HT, NP, SP, HP
pausetime = 0,0
p1stateno = 2130[/mcode]

So I just inserted the trigger

triggerall = Random <=500


And it plays How I want now.  Thanks a lot for your help Cyanide.  I also had a problem with Samusaran78's Car2 bonus stage, but I posted it in config help.  Should I post it over here?

Edit: Went ahead and posted it over here. Seems to be more suited to Development that config.
Last Edit: September 08, 2008, 02:38:10 am by darkmoon766