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Players with no auto turn idea in Bonus Games, but..... (Read 955 times)

Started by Sheng Long, November 18, 2014, 09:49:36 am
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Players with no auto turn idea in Bonus Games, but.....
#1  November 18, 2014, 09:49:36 am
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Okay, so I have this idea for when a player is against another character, or a bonus stage to use a no auto turn feature for them. This is what I have.
Spoiler, click to toggle visibilty

What is supposed to happen here is when the player presses or holds back, they are supposed to turn around. Even when they crouch down and hold back, they are supposed to turn around.
The problem with this is, this seems to work ONLY with against default Kung Fu Man, and HR KFM for Mugen 1.0. But it hardly works with any one else (except maybe like, 1 or 2 other characters in my roster). They all have the required "holdback" command, but it doesn't process for whatever reason. So they can't turn backwards. Is there something I'm missing?

I SWEAR I have seen other bonus game characters do this. But for the life of me, I can't remember who did a perfect example of this. :(
The only thing I can think of is to use Vel X triggers and check when they are walking backwards. But that doesn't work for when I want the player to turn around while crouching. :(

Also, I KNOW there is a NoAutoTurn flag on AssertSpecial controller, but that only effects the character (or in this case, the bonus stage) you are creating, NOT the players against it, which I am trying to do this for.

"You must defeat my flaming
dragon punch to stand a chance."
Re: Players with no auto turn idea in Bonus Games, but.....
#2  November 18, 2014, 10:42:25 am
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What I get from your post is that you're making a helper be the enemy,near all the time and swapping sides so P1 turns to face it.

trigger1 = PlayerID(Var(10)), Command = "holdback"
Could be a problem. You dont HAVE to have "holdback" as a command. It says it, but it can be called anything.

Also, try using an attack state? It may make the enemy go into block, but I think you could also change the attack distance and the distance you put your helper from the enemy to sort that problem out.

Can you see the helper on screen using Ctrl+C?
           
Re: Players with no auto turn idea in Bonus Games, but.....
#3  November 18, 2014, 07:12:18 pm
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The required "holdback" is "command = /$B", which means to hold down, and detect as 4 way. However, when I do another input with "command = /B" Which means just hold down back button only, it starts to work for more characters now, but STILL not everyone on my roster.

I don't think the name of the command has anything to do with it. Even if I named it "xyz" or "abc" or "something", it's still the same command needed.

Also, as for seeing the helper with ctrl+c, just barely. But the offset position should be close, and far enough for the players/opponents to turn freely. The helper itself is invisible with no CLSN boxes what so ever.

If it help, I have a modded Kung Fu Man with this code to see what the problem is. But I don't know how much it will help solve the problem. XP

"You must defeat my flaming
dragon punch to stand a chance."
Re: Players with no auto turn idea in Bonus Games, but.....
#4  November 19, 2014, 10:56:19 am
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Well, for now I'd suggest making a sprite as a place holder. This way you can see it. I'd suggest some type of X sprite or an arrow pointing to it's position. This way you can see it working or not working and figure out when it's breaking.

The only thing I can kinda see is
trigger3 = PlayerID(Var(10)), Facing = 1
trigger3 = StateTime <= 0
Messing with
trigger1 = PlayerID(Var(10)), Command = "holdback"
trigger1 = PlayerID(Var(10)), AILevel <= 0
trigger1 = PlayerID(Var(10)), Facing = -1
           
Re: Players with no auto turn idea in Bonus Games, but.....
#5  November 19, 2014, 07:24:56 pm
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Is it interesting that when I edit the command.cmd file of the character, it actually changes the way the command of the opponent is checked?

In other words, using my modded KFM example for this:
- Using default KFM command file, against normal KFM seems to work correctly.
- Modifying the CMD file to add more commands, against normal KFM can no longer turn freely correctly.

So..... I don't know how it checks the commands of opponents. :P

So here's the code, just in case.
First try using normal KFM against this char on p2 side and use X Y Z A B C to reposition the helper.
When you use someone else instead of KFM, you need to press different commands to move the helper. o_O

"You must defeat my flaming
dragon punch to stand a chance."