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some problems (Read 373 times)

Started by sgn15, May 17, 2013, 03:50:22 pm
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some problems
#1  May 17, 2013, 03:50:22 pm
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1st problem:
debug message:
player's helper in state ###: illegal override slot: 0 assumed

what does that mean? which part of the helper should I look into?

2nd problem:
I want to make an opponent inside my (p1)'s custom state to be hittable and opponent will go to another state of p1. I tried hitoverride and of course it doesn't work since the state opponent goes into is his state, not my state.

is this possible? i need based on hit, not simple changestate

3rd problem:
http://www.youtube.com/watch?v=s-C46fc-DSA
It's not really a problem per se, but..... what should I modify for this to not get in the way in the case that ....... in team mode, only 1 opponent goes into that custom state (all that space, monster, etc that happens).... the other enemy would still be well..... moving/fighting...

4th problem:
Is there a way to pack mugen chars, stages individually? like to not let the stuffs in it be viewable? I don't mean molebox (and there's a way to unpack molebox as well so no to that)

so what should I do?

     Posted: May 18, 2013, 09:02:57 pm
no one can help me?
Last Edit: May 18, 2013, 09:02:57 pm by sgn15
Re: some problems
#2  May 21, 2013, 11:24:24 am
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    • USA
#1 sounds like a hitoverride problem. Probably in the last helper you've been trying to make.
#2 seems like a p2stateno = in a hitdef should work. but I'm not positive....
#3 hitonce = hitonce_flag (boolean)
    If set to 1, the HitDef only affects one opponent. If the hit is successful, all other targets will be dropped. Normally defaults to 0. The exception is if the "attr" parameter is a throw type, which makes it default to 1.
#4 I'm not sure of
           
Re: some problems
#3  May 21, 2013, 04:50:17 pm
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thanks. finally someone replied to me. thanks man.

I don't have mugen right now in this PC but I remember all these, so.....

1st problem indeed involves hitoverride

situation:
helper states:
900 - idle, with hitoverride
901 - damage counter (via var) with hitoverride
902 - attack (if damage reaches certain value)

I call 4 helpers (all state 900, but 4 different IDs) at intro or roundstate = 2, so yeah those helpers stay in the game until they attack (902) and disappear.

should I call 4 helpers of different statenos instead of calling 4 helper (state 900) ?

I haven't tried because I have no mugen right now, just suddenly thought of it.

2nd problem
I have to explain this situation again. so i send p2 to my custom state. the custom state uses the 5000 anim of the enemy (which is his own anim 5000). so of course, I assume all chars' anim 5000 have blue boxes. I intend to make the p2 hittable (while in my custom state). I want p2 to go to another custom state if hit by an attack of any attribute, damage, etc. as long as p2 is hit. that is the only condition (hit). so I use hitoverride inside custom state but it did not work because p2 will go to stateno ### (stated in hitoverride) of his OWN cns, not mine. so yeah I need another way for my intention, if possible at all.

3rd problem
I think you misunderstood me.

situation 1: I'm ok with this
attack hits both p2 and p4 (both enemies go into custom state)

situation 2: this is the problem
attack hits only p2. ok so p2 is in my custom state. p4 is still moving/fighting normally. I want to make p4 (which is not in my custom state) to stop moving/fighting during the whole duration of the custom state happening.

me (p1) is coded to be invisible during the custom state. my partner (p3) is also still moving during the custom state.

so my problem is to make p3 AND p4 stop moving during the custom state duration.
Last Edit: May 21, 2013, 05:02:38 pm by sgn15
Re: some problems
#4  May 22, 2013, 04:35:02 am
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    • USA
Your 3rd problem. I think you can use a super/pause, and do a movetime

The First problem, maybe activate them when the round actually starts in state 0. Make sure you check if they're not active to activate them. It could be the fact that they all share one statedef... Try the change I suggested then move to making them independent.

The second problem, if it's in a custom state you should be able to do what ever you'd like to it. I think you could make a statedef -2 to check for some details.
If the enemy is in your custom state you can do a
type = TargetState
and send him to the second hit reaction.
You could keep using the targetstate in statedef -2 to send them to state after state.
           
Re: some problems
#5  May 23, 2013, 09:04:21 am
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how do I make the p2 in my custom state animate while in my (p1)'s superpause? I tried calling a pause inside the custom state, but it did not made p2 animate during custom state

I think I fixed the hitoverride problem already. I will try again later.
Re: some problems
#6  May 24, 2013, 05:02:54 am
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    • USA
One thing I can think of is to make the attack only hit 1 player, and if it hits, it spawns a full screen attack that's an unblockable throw. Make the throw just pause or lock the player into position. You'd have to set up variables to keep track of what state, animation, and velocities the second enemy was/is in. Otherwise when you return him with a velset of 0,0 bad things might happen to them.

As for my idea of a superpause, idk how you'd get P2 to animate. Perhaps you could make it an explode that could use P2's animations????
 It IS possible to hit P2 durring a pause, not sure if they react properly though.
           
Re: some problems
#7  May 24, 2013, 06:15:48 am
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I actually got that same idea (call another invisible unblockable affectteam = B helper for making p3 and p4 invisible) from someone from another site. but question though. why is it have to be a throw? so far, I think it is working already. I just have to change the time when I summon the unblockable invisible helper. I'll keep testing though to see what more possible bugs I can find.

as for the superpause, I only used to after 1 tick after I call the ground beam (which sends p2 to custom state). me (p1) will also be invisible and unhittable. so really, all 3 players (p1,p3, and the enemy that was NOT hit by the ground beam) will all be invisible, while the space monster happens and the enemy in my custom state is visible. so there is no pause/superpause during the whole custom state.

i used hitonce = 1 attr = NA for that ground beam hitdef. but it still hits 2 enemies (if the enemies are in 1 location only). why is that?
Re: some problems
#8  May 24, 2013, 08:02:16 am
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    • USA
Im not sure on that one. Maybe a bug in Mugen?
The throw should be used because a regular attack can be blocked. Then the P4 can pushblock or do counters or what ever like any other attack. It needs to be a throw so it hits EVERY time. or more than regular hits. Look up some threads on unblockable attacks. It's what you need in this instance.

I personally LOVE 2v2 battles where one character is doing an awesome Ultra to one enemy and the other two are still battling it out. I'd say send the two to the background and let the other guys battle.