YesNoOk
avatar

Transformation Help... (Read 946 times)

Started by tetsuo9999, October 05, 2007, 04:41:23 am
Share this topic:
Transformation Help...
#1  October 05, 2007, 04:41:23 am
  • *****
  • You know it!
    • viewtiful9.blog124.fc2.com/
Ive Coded a Transformation for my character, is there a way to make him not be able to move or jump while in the transformation?..
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Last Edit: October 28, 2007, 05:41:28 am by Tetsuo9999
Re: Transformation Help...
#2  October 05, 2007, 05:34:26 am
  • *****
  • You know it!
    • viewtiful9.blog124.fc2.com/
Is there a way i can make him not crouch..? :-X
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: Transformation Help...
#3  October 05, 2007, 06:18:08 am
  • ******
    • www.mugenguild.com/pots/
Assuming you read my PM, to make him unable to crouch just apply the same logic to states 10, 11 and 12.

You'll have to change how each state starts its anim btw, using ChangeAnim rather than the anim parameter in the Statedef so that they don't start their anims when not supposed to.
Use anything you want from my works.  If you need to contact me use email, not private messages.

hjk

Re: Transformation Help...
#4  October 05, 2007, 06:22:17 am
  • ****
  • Watch my fro grow as you go, go, go, go, go.
    • Afghanistan
For anyone else that needs it:


Possible ways to trigger transformation as far as I know are:

- Possibly set up a var to activate at whatever time you need, then set up the transformation for when that var activates.

- Trigger a specifc helper and have the transformatioon occur when the helper appears.


- There are probably a lot more ways that I can't think of at the moment, Hell you could probably even do it where the CPU activates certain command (Classic AI Activation)  ;)




Note:
The ways mentioned above can only be used if you have already defined the transformation itself.





LOL, Caddie's the man!! ;)

I'm as real as the runnin, I just happen to rap, Nigaas London, Japan, and i'm scared of dat tap.

I suggest extending my banning, cuz when I come back, it's gonna be hell. You think I was annoying before, oh man, it's on now :)
hjk vs. 99% of MFG. I will win.

RIP Poo Bear Tell my Dead Homie isson, for the year my partner.
Re: Transformation Help...
#5  October 05, 2007, 08:28:32 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
You don't want walk jump or crouch?

Ok, your best bet would be having him actually cancel out of the default stand state and putting him in something else that has ctrl = 0

Use ctrl || var(trans) in your cmd to specify the moves.

Cancelling walk, crouch, jump is always a bit messy.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Transformation Help...
#6  October 05, 2007, 11:01:53 am
  • avatar
  • ***
well, assuming u have a variable 2 spare... u could put him in a custom stand state like Cy said... and use a variable 2 simulate ctrl since you wont have ctrl in your custom stand...
that way, you can trigger your moves when var(xy) = 1 instead of ctrl = 1...

edit: lol L.o.t.s, nice signature
Last Edit: October 05, 2007, 11:05:40 am by ZzEzZ
Re: Transformation Help...
#7  October 05, 2007, 02:54:08 pm
  • *****
    • Mexico
Or you can set a changestate back to zero when var(stuff) is 1 (or w/e)
Re: Transformation Help...
#8  October 28, 2007, 05:40:55 am
  • *****
  • You know it!
    • viewtiful9.blog124.fc2.com/
How do you change the jump sprites?  ???

[mcode]; AirJump Start
[Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 3]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = Anim != 40 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 40

[State 45, 3]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = Anim != 4420 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 4420

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50[/mcode]
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: Transformation Help...
#9  October 28, 2007, 06:46:27 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Well that's airjump, if you don't want to use it you can turn it off.

And erm, you've mangled that state by copy pasting what you used for stand.

[mcode][State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41[/mcode]
Is what's in there originally. 44 is jump forward, 41 is just the jump up anim. Selfanimexist is checking whether you have 44 before trying to use it.

How would you go about applying your variable activated transformation to have those 2 sctrls test a variable when you want it to change animation. *HINT HINT*

Copy pasting doesn't work if you don't understand the code underlying what you're doing. I expect more questions if you don't solve this when you reach the gethit states.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Transformation Help...
#10  October 28, 2007, 07:25:15 am
  • *****
  • You know it!
    • viewtiful9.blog124.fc2.com/
[mcode][Statedef 45]
type    = A
physics = N
ctrl = 0
velset = 0,0

[State 45, 1]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 1]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = SelfAnimExist(4420)
value = 4420

[State 45, 2]
type = ChangeAnim
triggerall = (Var(0) <= 0)
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 2]
type = ChangeAnim
triggerall = (Var(0) > 0)
trigger1 = !SelfAnimExist(4420)
value = 4420

[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 4]
type = VelSet
triggerall = (Var(0) > 0)
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 45, 6]
type = VelSet
triggerall = (Var(0) <= 0)
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)

[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50[/mcode]

Doesn't work.  :)
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: Transformation Help...
#11  October 28, 2007, 09:16:05 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Doesn't work how?

That's your AIR JUMP state. Are you looking at what your character does in an AIR JUMP or the normal one.

Come back after we ascertain that.

Just for the record, jump, as in the one that happens off the ground is state 50.

Air jump, thats the one when you press jump while in midair is state 45.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Transformation Help...
#12  October 29, 2007, 03:32:17 am
  • *****
  • You know it!
    • viewtiful9.blog124.fc2.com/
Ok ive done it now...he turns normal when hes thrown?!..
WOO! WOO! WOO!
PSN / XBLA - ViewtifulSuxx
Re: Transformation Help...
#13  October 29, 2007, 03:35:23 am
  • ****
  • Coming Soon?
makes sense aren't throws some kind of a custom state thingy?   they send your character to certain gethits IINM
I probably am but somehow a transformed char turning normal when thrown makes sense to me.
Latest Yoshi alpha ready for feedback Aug 15th check here for details...
Re: Transformation Help...
#14  October 29, 2007, 03:37:50 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Quote
Ok ive done it now...he turns normal when hes thrown?!..

Ie bugthat has been round for ever, can't be fixed reliably and has been mentioned in every thread where someone wishes to know how to code a transformation. We all assumed you knew about that as you'd already started making a transformation.

Anyway. Can't be fixed except through work on the other persons part.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Transformation Help...
#15  October 29, 2007, 03:49:07 am
  • ****
  • Coming Soon?
that's why it made sense to me...:omg:
Latest Yoshi alpha ready for feedback Aug 15th check here for details...