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How many projectiles/helpers are allowed on screen at once? (Read 406 times)

Started by Ryon, July 19, 2011, 02:32:03 am
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How many projectiles/helpers are allowed on screen at once?
#1  July 19, 2011, 02:32:03 am
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its a simple question...

How many Projectiles am I allowed to display on screen at once?

How many Helpers am I allowed to display on screen at once?


there is something i wanna do, and it requires about 100 helpers or so.

EDIT:
Ok so i see the options in the mugen.cfg file.
but outside of a full game is it possible to get 100 or so?
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Re: How many projectiles/helpers are allowed on screen at once?
#2  July 19, 2011, 02:35:59 am
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You can edit these values in the mugen.cfg files.

Depending on your settings...
A minimum of 5 projectiles at once can be used (My settings allow for a max of 32 projectiles), and between 4 and 56 helpers are allowed on the screen at once.

To answer your last question:
Since you want to use 100 or so helpers, you won't be able to do what you want to do, unless you figure out a way to use less helpers.
I don't believe it's even possible in a full game.


...so what IS it that you wanna do?
Re: How many projectiles/helpers are allowed on screen at once?
#3  July 19, 2011, 02:37:43 am
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100 helpers? you will consume almost all of your rom if you do so.
Re: How many projectiles/helpers are allowed on screen at once?
#4  July 19, 2011, 08:39:52 am
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This is a point where you want to use helpers combined with projectiles or explods. If you'd like us to provide a workaround that doesn't require 100 helpers at once (100, yeesh) please provide some information on the attack itself.


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Re: How many projectiles/helpers are allowed on screen at once?
#5  July 19, 2011, 09:03:44 am
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Mugen is limited to 56 helpers anyway.

Spoiler, click to toggle visibilty
pls
Re: How many projectiles/helpers are allowed on screen at once?
#6  July 19, 2011, 02:21:47 pm
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100+ helpers?

What, are you trying to steal my thunder by making a bigger mob than Pikachu's Postal Service?
Hug the Pikachus!

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Re: How many projectiles/helpers are allowed on screen at once?
#7  July 19, 2011, 10:07:29 pm
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Even Oni Miko Zero doesn't use 100+ helpers for the love of fuck.


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Re: How many projectiles/helpers are allowed on screen at once?
#8  July 20, 2011, 12:03:56 am
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ok so 100 was a number off the top of my head.

its strictly to find a better solution to beam struggles, for DBZ characters.

so far i've made 2 public chars (vegeta and gohan) and 1 wip (goku) and with goku i want to make a better beam struggle system than with vege or gohan.

but yeah i contact Cybaster regarding beam struggles. and i wont release goku until i find a way.

in terms of a full game, i can set the mugen.cfg to 64 projectiles, and in most cases the projectiles would only be about 32 or so on screen at once, so it would display properly.

arg i'm rambling now.
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Re: How many projectiles/helpers are allowed on screen at once?
#9  July 20, 2011, 08:35:59 am
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Cybasters will be using scaling and probably have the axis of the helper at the start of the beam rather than expand with it. That way the hit is consistent with the end of the beam. He's done it as a "full game" method as well so as to make it much simpler to work with between Balthazars DBZ characters. The onus is on the other coder to make their character compatible with HIS method rather than coming up with a global method.


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Re: How many projectiles/helpers are allowed on screen at once?
#10  July 20, 2011, 11:11:23 pm
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a problem with his method is, if you manage to jump over the head of the beam, then thats it, the rest of the beam is a explod expanding.
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Re: How many projectiles/helpers are allowed on screen at once?
#11  July 21, 2011, 08:32:12 am
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That can be fixed. In the helper that's doing the explod

type = helper
trigger1 = p2dist X< 0
pos = floor(p2dist X), 0
Have the original explod release and have the normal helper snap to the position of it's child when the child hits. Give it a numhits = 0 to prevent it adding 2 to the hit counter when the standard beam end snaps to position.


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Re: How many projectiles/helpers are allowed on screen at once?
#12  July 22, 2011, 02:07:00 am
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a problem with his method is, if you manage to jump over the head of the beam, then thats it, the rest of the beam is a explod expanding.
You mean that the beam won't hit the opponent because it's an explod, right ?

I coded it so the head of the beam is an explod binded to a helper moving forward, as said via PM.
The helper is invisible, but its animation is made of a huge number of ticks, each tick having a red CLSN expanding. So even if the opponent jumps over the beam, the beam will still hit him, since I made it so the red CLSN always fits the beam size.

I suggest you take a look at Goku's code and CLSNs in Mugen, if you want a better idea of what I'm talking about. No need to wait for the update in this case, as the code for regular Chou Kamehameha (not the struggle) is the same between the old and new version.