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Disabling Shimon's Quick-Man's AI (Read 1154 times)

Started by kkhohoho, November 24, 2014, 11:52:31 pm
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Disabling Shimon's Quick-Man's AI
#1  November 24, 2014, 11:52:31 pm
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Hello there. Anyway, I have a bit of a problem. I tried to port a few characters from the 'King of Fighters EX Unlimited Match' compilation/full-game into a normal Mugen 1.0, and for the most part, they work fine. But for whatever reason, each character I tried to port has a duplicate on screen during a match. These duplicates have the same stances and framerates as the originals, and you can move though them with no problems. You can hit them, but they don't really do anything either. Actually, they don't harm the game in any substantial way. But they're still a nuisance, and I have no idea how to get rid of them. If anyone has any ideas, I would be most grateful.
Last Edit: December 27, 2014, 06:37:28 am by kkhohoho
Re: Double Vision?
#2  November 25, 2014, 08:03:40 pm
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In other words, the character is creating clones of themselves that don't do anything but stand around and get hit right?

This behavior occurs when the character tries to call a helper with a state that doesn't exist.
Most likely this is because you've taken them from their Full Game, and they can no longer access the code that they used during the full game.

Some ideas you could try:
- Look for the common1.cns file in the full game and copy it into the character folder. (no idea if this will actually work)
- Use debug mode to see what state is the helper supposed to be in, try to find the code that's calling the helper to this state and comment it out. (might break your character even more)
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Re: Double Vision?
#3  November 26, 2014, 05:17:40 pm
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- Look for the common1.cns file in the full game and copy it into the character folder. (no idea if this will actually work)

Thanks. Actually, I decided to take this one step further, and replaced the common1.cns of my regular MUGEN with that of the original fullgame that the characters came from. Amazingly, it works! My regular MUGEN is still working perfectly, as well as all of the characters that didn't come from the full game, and the ones that are actually from the full game no longer have doubles. There is still one little issue, but it's not that big a deal, and it was always there along with the doubles. When performing Super moves, the characters from the full game don't have real FX for their Supers. The screen turns to black, there's a brief pause, and then the character just does the Super. Again, the Supers themselves work just fine, but not having Super FX when there's clearly supposed to be Super FX is just a bit awkward. But if I can't fix that issue, I'm not going to sweat over it.

And as long as I'm still using this topic, I've got another problem, though it's completely unrelated to my previous one. I've tried to add in Goutetsu by Angelm into 1.0, but even though I've fixed all of the Velset issues, I still get this:

Code:
Error message: 
Error parsing trigger1, 1
Error parsing [State -1]
Error in [Statedef -1]
Error in Goutetsu.cmd
Error loading chars/Goutetsu/Goutetsu.def
Error while precaching
Error parsing trigger1, 1
Error parsing [State -1]
Error in [Statedef -1]
Error in Goutetsu.cmd
Error loading chars/Goutetsu/Goutetsu.def
Error while precaching
Error parsing trigger1, 1
Error parsing [State -1]
Error in [Statedef -1]
Error in Goutetsu.cmd
Error loading chars/Goutetsu/Goutetsu.def
Error loading p1

Library error message: Died parsing floor(pos z = 12) || enemy,floor(pos z = 12)) && !numhelper(6559995)


I honestly have no idea what to do here. If anyone has any idea what's going on here, please let me know.
Re: Goetetsu by Angelm: Cmd Error
#4  November 26, 2014, 08:42:02 pm
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I'd guess the error comes up because pos z is no longer used in Mugen 1.0.
I'm not sure how you could perfectly fix that, but I guess for now, you could try to comment out the trigger.

As for your super FX problem, I'd imagine it is because the characters are trying to load the FX sprites from the fightfx files.
However, since you've moved them from the full game to your Mugen, they are no longer using the full game's fightfx, but instead your Mugen's fightfx.

I guess you could have several options:
1. Just simply use the full game's fightfx.
2. Modify their code to use the fightfx from your Mugen.
3. If you like your current fightfx too much to get rid of it, you could...
  3.1  Fuse the full game's fightfx with your own.  (so long as they don't override any of your current ones.)
  3.2  Add the fightfx sprites and animations to every character from the full game, then modify their code to use the fightfx in their own air file.
  (both 3.1 and 3.2 are stupidly long and f***ing tedious, I do not recommend them at all.)
  (If you use 3.1, I hope you really like your current fightfx, since changing it will make your effort go to waste.
   You could avoid this by doing 3.2, but seriously... FOR EVERY CHARACTER!?!?  Depending on the amount of stuff you'll need to port over, it'll take
   way longer than 3.1)
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Re: Goetetsu by Angelm: Cmd Error
#5  November 26, 2014, 09:36:34 pm
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I guess you could have several options:
1. Just simply use the full game's fightfx.

I'd like to, but I don't know how. I'm not really a coder myself. Any ideas on how I could use the full game's fightfx?
Re: Goetetsu by Angelm: Cmd Error
#6  November 29, 2014, 09:27:15 am
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It's simply the same thing as changing your hitsparks.

Before you do this, make a back up of your fightfx sff and air files.

Go into your full game's data folder.
Look for what is probably named fightfx.sff and fightfx.air (it might be named differently, check the fight.def for the file names.)

Copy those files and paste them into your data folder. (you might need to edit your fight.def so that it will load the new files.)

And now every character that uses the default hitsparks will now use the full game's hitsparks.
Oh, and you fullgame characters should have their hitsparks appear too.
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Re: Goetetsu by Angelm: Cmd Error
#7  December 01, 2014, 07:13:46 pm
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^Thanks; that seemed to do the trick. However, there's just one more issue I seem to have with the ported characters. While their Supers now have their FX, theystill don't seem to have sounds to go with them, (aside from actually hitting the enemy; that's there. But sounds such as the activation or ending of a super are nowhere to be heard)  and when they're knocked down, they don't have any noise for hitting the ground. And just to clarify, I'm not talking about knocking others down, but about themselves being knocked down. (Though that's been there before; it's just that I've only started to notice it recently.) If you (or someone else, if they know how,) could tell me how to fix this, then that should take care of everything.
Re: Lack of Super Sounds and 'Knock-Down' Noises
#8  December 03, 2014, 05:44:24 am
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Shoot, there was one more part that I forgot about in my previous post.
Like what you did for your fightfx files, make a backup of your common.snd file, then go into your full game and look for its common.snd, then copy and paste it into your data folder. (Like before, the common.snd may be under a different name)
Again, you may need to edit your fight.def so that Mugen will read it.

Now Mugen characters who use the default hit sounds will use those sounds instead.
Your fullgame characters should also be able to have their missing sounds.
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And "Reality" is unveiled.
What did it want . . .
What did it see . . .
What did it hear . . .
What did it think . . .
What did it do . . .
Re: Disabling Quick-Man AI
#9  December 27, 2014, 06:36:45 am
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So, I've got a bit of a problem here. I downloaded Shimon's Quickman, but it's AI only. Now, while I can understand that some creators may choose to design their characters that way for whatever reason, I still like to be able to play as all of the characters I download. The problem is, I've got no idea how to permanently disable Quickman's AI when playing as him. If someone can help me out here and tell me how to disable Quickman's AI, it would be very appreciated.