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Helper called but not called? (Read 1139 times)

Started by Hadoabuser, January 28, 2009, 08:20:58 am
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Re: Helper called but not called?
#21  January 31, 2009, 07:06:59 am
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Quote
trigger1 = ishelper
trigger1 = (var(39):=root,var(39))*0
trigger2 = AnimElem = 2

Nice idea. I might do that, I'll see. It is still a lot of work unfortunately, but at least it doesn't mess up the code too much.

Quote
type = ParentVarSet
trigger1 = 1
var(39) = root,var(39)

I don't want this one for multiple reasons. The character already uses lots of helpers, both for attacks, and about 4 that are always around. The limit of 56 for 2 players is kinda low, I don't want attacks to visibly miss out a few helpers. The other reason is, I have no control over the order things will get executed, and I don't know the order. If the order is for example original helper, then variable setter, then player, then the helper variables will be late by two entire ticks. The final reason is, how would I destroy this after the clone disappears? There is no ParentDestroyed trigger or any similar. Parent,Stateno will not work here either as the clone can be in all the states the root can. And, a [State -1]
Type=VarSet
Trigger1=Ishelper(xxx)
var(39)=root,var(39)
would do the same, I think. (As far as I observed keyctrl helpers have -1 and player type helpers even have -2 for this). Then again, I don't know the order, unless minus states are handled first, this wouldn't be good.

Also, neither solves the problem if the trigger in question is not a variable, like IfElse(Ishelper,root,Projcontacttime(x)=-1,Projcontacttime(x)=-1)
(Yeah I could store it in a variable first, but ewww...wasting variables for that, when 60 is already so low, that I had to use helpers to store the card data.)

Anyway, completing the character comes first, thinking about debug spam last.
Re: Helper called but not called?
#22  January 31, 2009, 07:44:35 am
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Helpers have their own set of variables. Also, even if you don't think of them that way. Fvar's are perfectly reasonable to store integers too, just remember that they're there.

Technically, and if i'm reading what you're doing right. You could set up combinations of variables on the parent as "codes" for specific areas of helper spawning.

I generally go by the edict if the effort i expend is greater than the effect i want to achieve, it's not worth it. If you spend hours and hours just so your character can have an extra set of attacks using some complex system, but there's nothing that special about said attacks, don't bother.


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