Yo whats up family hows it going. Check this out. I am testing as usual and I came up at another projectile issue. This one is just the little Kikouken, not the super projectile. Say p2 is poped in the air in the corner and is coming down. If I throw my Kikouken and it hits just like right at the end, Mugen crashes indefinately. I think it has something to do with how I am removing the projectile. Here is my coding. [mcode]; Kikouken Stance[StateDef 1012]type = Smovetype= Aphysics = Sjuggle = 1velset = 0,0ctrl = 0anim = 1012poweradd = 100sprpriority = 2[State 1012, Kikouken Input Check Variable]type = VarSettrigger1 = Time = 0v = 33value = IfElse(command = "Medium Kikouken",2,IfElse(command = "Heavy Kikouken",1,0))[State 1012,Helper]type = Helpertrigger1 = AnimElem = 7id = 1015name = "Kikouken"pos = 70,-55postype = P1stateno = 1015helpertype = normalkeyctrl = 0ownpal = 1ignorehitpause = 1size.xscale = 1size.yscale = 1[State 1012, Kikouken Voice]type = PlaySndtrigger1 = AnimElem = 7value = s9,1[State 1012, Kikouken Wave]type = PlaySndtrigger1 = AnimElem = 7value = s9,2[State 1012, end]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1;---------------------------------------------------------------------------; Kikouken Projectile[StateDef 1015]type = Smovetype = Iphysics = Nctrl = 0velset = 0,0anim = 1015sprpriority = 4[State 1015, HitAdd]type = HitAddtrigger1 = 1value = 0persistent = 0[State 1015, Input Check]type = VarSettrigger1 = !Timevar(33)=root,var(33)[State 1015, HitOverride]type = HitOverridetrigger1 = 1time = -1attr = SCA,AA,AP,ATstateno = 1016ignorehitpause = 1[State 1015, HitBy]type = HitBytrigger1 = 1time = -1value = SCA,NP,SP,HPignorehitpause = 1[State 1015, AssertSpecial]type = AssertSpecialtrigger1 = 1flag = noshadowignorehitpause = 1[State 1015, VelSet]type = VelSettrigger1 = Time = 1x = IfElse(Var(33)=0,3,IfElse(Var(33)=2,4,5))y = 0[State 1000, Projectile]type = Projectiletrigger1 = Time = 1projanim = 1017Projhitanim = 1016Projremanim = 1016projcancelanim = 1016projremovetime = -1offset = 0, 0projpriority = 1projsprpriority = 4velocity = vel X, vel Yattr = S, SPdamage = IfElse(Var(33)=0,80,IfElse(Var(33)=2,90,100)),15animtype = Heavyhitflag = MAFguardflag = MApausetime = 10,10sparkno = S7004+(random%4)guard.sparkno = S7012sparkxy = 25, 0hitsound = S2,3guardsound = S10,1ground.type = Lowground.slidetime = 15ground.hittime = 10air.hittime = 10guard.ctrltime = 18ground.velocity = -8,0guard.velocity = -8air.velocity = -4.5, -6airguard.velocity = -5.33,-1fall = 0fall.recover = 0air.fall = 1air.recover = 0envshake.time = 8envshake.ampl = 2ProjID = 1015getpower = 0givepower = 0numhits = 1[State 1015, DestroySelf]type = DestroySelftriggerall = Time > 1trigger1 = FrontEdgeDist <= -10[State 1015, 4]type = ChangeStatetriggerall = Time > 1trigger1 = !root,NumProjID(1015)value = 1016;---------------------------------------------------------------------------; Kikouken Expire[StateDef 1016]type = Smovetype = Iphysics = Nctrl = 0velset = 0,0anim = 1016[State 1016, Helper]type = Helpertriggerall = !NumHelper(1016)trigger1 = root,ProjHitTime(1015) = 1id = 1016name = "Kikouken Expire"pos = 0,0postype = P1stateno = 1016helpertype = normalkeyctrl = 0ownpal = 1ignorehitpause = 1pausemovetime = 99999supermovetime = 99999size.xscale = 1size.yscale = 1[State 1016, AssertSpecial]type = AssertSpecialtrigger1 = 1flag = noshadowignorehitpause = 1[State 1016, DestroySelf]type = DestroySelftrigger1 = AnimTime = 0[/mcode]The expire state is the one animation where it looks like when it hits something but I think it has to do with.[State 1015, DestroySelf]type = DestroySelftriggerall = Time > 1trigger1 = FrontEdgeDist <= -10*shrugs*
In State 1016 you're immediately creating a helper that also starts in State 1016, it's not only pointless but also creates the maximum number of helpers allowed immediately. I'm not sure that'd make it crash, but it can't be good either so try without it.
It should, since helpers are created the exact tick that code is infinitely recursive.helper gets to state 1016 helper in state 1016 creates a helper in state 1016 helper in state 1016 creates a helper in state 1016 helper in state 1016 creates a helper in state 1016 helper in state 1016 creates a helper in state 1016 helper in state 1016 creates a helper in state 1016etc..
Ahh, does that mean that you are effectively creating an indefinite state then ?I think I had the same problem, when my projectile hit another (countering) it made another helper, which was a dummy character al the time.
Oh ok so the issue is within 1016 I will take a look. I can probably remove the state 1016 all together because my expire animation is in the projectile sctrl. I am going to try, I dont even know what happened. This was my 1st projectile coding.p.s. you should really answer my PM its really important.
I am up to troubleshooting this problem right now this is whats happening.If I take the Kikouken Expire portion out then I can see the projectile still visible after it gets hit. Did I even code this projectile the right way? I am lost at the moment can you guys instruct further?-EditHmm never mind I took the Helper sctrl out of 1016 Kikouken Expire and it seems to work ok. I dont even know why I put there I maye have coded it when I got up from my nap dreaming I was with Ayumi Hamasaki or something similar idk *shrugs* I hope nothing else arise about these projectile they are not really my fav. I dont like fireballs. Fights should be with fists, legs and sometimes sticks. Yup.Thanks alot for the help dudes.