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Has Anyone Ever Had This Problem? (Read 7498 times)

Started by Ki$@1st456v, March 07, 2022, 11:55:16 pm
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Has Anyone Ever Had This Problem?
#1  March 07, 2022, 11:55:16 pm
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Hi, everyone. I was trying to get this ground dash to work with the two-punch button press but it won't come out, yet when I change it to the double directional tap in the command list it works. I have not managed to get it to work yet. I have my code here:

; RUN_FWD
[Statedef 5830]
type    = S
physics = S
ctrl = 0
anim = 5830
sprpriority = 2

[State 100]
type = Helper
trigger1 = AnimElem = 2
trigger1 = NumHelper(6103) = 0
stateno = 6103
id = 6103

[State 100]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(6100) = 0
stateno = 6100
id = 6100

[State 100]
type = Helper
trigger1 = AnimElem = 5
trigger1 = NumHelper(6101) = 0
stateno = 6101
id = 6101

[State 100]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,6
volume = 150

[State 101, Explod]
type = Explod
trigger1 = time % 5 = 0
anim = 8100
ownpal = 1
sprpriority = 4
scale = 0.5,0.5
random = 30,abs(const(size.head.pos.y))
pos = -20,ceil(const(size.head.pos.y)/2)

[State 100, 1]
type = VelSet
trigger1 = AnimElemNo(0) = [2,8]
x = 7.8

[State 105, 2]
type = PosSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0

[State 105, 2]
type = PosSet
trigger1 = command = "holddown"
y = 0

[State 105, 2]
type = VelSet
trigger1 = command = "holddown"
y = 0
x = 15.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A   

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holddown"
value = 10
ctrl = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = command="holdup"||command="holdfwd"||command="holdback"||command="holddown"||command="x"||command="y"||command="z"||command="a"||command="b"||command="c"||command="s"
statetype = S   

[State 105, 2a]
type = VelSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0
x = 15.5

[State 105, 3]
type = ChangeState
triggerall = time > 2
trigger1 = command = "x"
value = 200

[State 105, 3a]
type = ChangeState
triggerall = time > 2
trigger1 = command = "y"
value = 210

[STate 105, 3b]
type = ChangeState
triggerall = time > 2
trigger1 = command = "z"
value = 220

[State 105, 3c]
type = ChangeState
triggerall = time > 2
trigger1 = command = "a"
value = 230

[State 105, 3d]
type = ChangeState
triggerall = time > 2
trigger1 = command = "b"
value = 240

[State 105, 3e]
type = ChangeState
triggerall = time > 2
trigger1 = command = "c"
value = 250

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

; RUN_Forward Stop
[Statedef 5831]
type    = S
physics = N
ctrl = 0
anim = 5831
sprpriority = 1
velset = 1,0

[State 101] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 5832]
type    = S
physics = S
ctrl = 0
anim = 5832
sprpriority = 2

[State 105]
type = Helper
trigger1 = AnimElem = 2
trigger1 = NumHelper(6107) = 0
stateno = 6107
id = 6107

[State 105]
type = Helper
trigger1 = AnimElem = 6
trigger1 = NumHelper(6105) = 0
stateno = 6105
id = 6105

[State 105]
type = Helper
trigger1 = AnimElem = 6
trigger1 = NumHelper(6106) = 0
stateno = 6106
id = 6106

[State 105]
type = PlaySnd
trigger1 = AnimElem = 3
value = 100,7
volume = 100

[State 105, 1]
type = VelSet
trigger1 = AnimElemNo(0) = [2,7]
x = -10.6

[State 105, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 105, 2]
type = PosSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0

[State 105, 2]
type = PosSet
trigger1 = command = "holddown"
y = 0

[State 105, 2]
type = VelSet
trigger1 = command = "holddown"
y = 0
x = -15.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A   

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holddown"
value = 10
ctrl = 1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = command="holdup"||command="holdfwd"||command="holdback"||command="holddown"||command="x"||command="y"||command="z"||command="a"||command="b"||command="c"||command="s"
statetype = S   

[State 105, 2a]
type = VelSet
triggerall = time > 2
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
y = 0
x = -15.5

[State 105, 3]
type = ChangeState
triggerall = time > 2
trigger1 = command = "x"
value = 200

[State 105, 3a]
type = ChangeState
triggerall = time > 2
trigger1 = command = "y"
value = 210

[STate 105, 3b]
type = ChangeState
triggerall = time > 2
trigger1 = command = "z"
value = 220

[State 105, 3c]
type = ChangeState
triggerall = time > 2
trigger1 = command = "a"
value = 230

[State 105, 3d]
type = ChangeState
triggerall = time > 2
trigger1 = command = "b"
value = 240

[State 105, 3e]
type = ChangeState
triggerall = time > 2
trigger1 = command = "c"
value = 250


[State 105, 1]
type = VelSet
trigger1 = AnimElem= 8
x = 0

[State 105, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 5833]
type    = S
physics = S
ctrl = 0
anim = 5833

[State 106] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0


[state 106]
type = VelAdd
trigger1 = Vel X > 0
x = -0.1

[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1


[State 106, 4]
type = ChangeState
trigger1 = AnimTime = 0;Time = 7
value = 0
ctrl = 1

;---------------------------------------------------------------------------

 And I have the command list entries here:

;Run Back
[State -1, Run Back]
type = ChangeState
value = 5832
triggerall = command = "BB"
triggerall = !var(59)
triggerall = stateno != 5832
triggerall = stateno != 5830
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "holdback" && command = "recovery") || (StateType != A && command = "BB")
trigger1 = statetype = S && ctrl

;---------------------------------------------------------------------------

;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 5830
triggerall = !var(59)
triggerall = stateno != 5832
triggerall = stateno != 5830
triggerall = statetype = S
triggerall = ctrl
trigger1 = (command = "recovery") || (StateType != A && command = "FF")
trigger1 = statetype = S && ctrl

;---------------------------------------------------------------------------

[Command]
name = "FF"     ;Required (do not remove)
command = x+y
time = 10

[Command]
name = "FF"     ;Required (do not remove)
command = ~x+y
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = /$B, x+y
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = /$B, ~x+y
time = 10

If anyone has any answers, I greatly appreciate it. I await any help you can give. Thank you and have a great day!
Re: Has Anyone Ever Had This Problem?
#2  April 16, 2022, 06:31:39 pm
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I have been able to get the ground dash to work on the S button after removing the taunt move, but I cannot get it to work with x+y. Has anyone ever had this going on with their characters?
Re: Has Anyone Ever Had This Problem?
#3  April 16, 2022, 07:18:36 pm
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So you're saying that pushing two buttons (x & y) doesn't achieve the desired effect?

Check your CMD and see if the commands are in proper order. Also, why do the second commands have "on release" triggers on them? Just keep the first ones to make things simple.
And you don't need that much time for those commands. 5 would be enough or maybe even less.
Re: Has Anyone Ever Had This Problem?
#4  April 18, 2022, 12:57:43 am
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Hi, I removed the tilde(~) from the command but it did not work. Also, do you know where I could place the ground dash in the command list to make it work? I placed it in front of the airdash commands like REDHOTs' characters and it still did not work.
Re: Has Anyone Ever Had This Problem?
#5  April 18, 2022, 02:18:37 am
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I'm not exactly understanding the "ground dash" thing cuz you haven't pointed out which state was assigned to that move.
Also, can you kindly tell which state out of 5832 and 5830 doesn't work?
Re: Has Anyone Ever Had This Problem?
#6  April 18, 2022, 06:32:04 am
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Yes. The ground dash refers to the forward and backward dash with the commands "FF" and "BB", and "recovery". In my statedef, the definitions 5830 and 5832 refer to the start of the forward and backward dash while 5831 is the stopping state of the forward dash and 5833 is the stop of the backward dash.

Also, for the command "recovery", I have it here below. I had been adding more and more commands to try to get both of them to work before I went with the S button, but they are not coming out with x+y.  to

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery";Required (do not remove)
command = x+y
time = 1
Re: Has Anyone Ever Had This Problem?
#7  April 18, 2022, 06:58:52 am
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It seems like you have multiple commands that are trying to do the same thing. "FF", "BB" and "recovery" demand the x+y input, correct?
Okay, first of all, you do not need multiple commands of the same nature, just keep one for each. Second of all, since I do not have the character you need help with, I can only give you basic solutions.

Looking at your codes, the commands for 5830 and 5832 seem rather off. Your triggerall and trigger1 lines are redundant as both ask for the same input, "recovery". Try deleting the commands in all the triggers for both states (leave the other trigger1 with the statetypes). Then, add a new triggerall with the line <command = "recovery" or "FF" or "BB"> whatever you choose.
It should look smth like this:
Code:
;Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 5830
triggerall = command = "whatever you choose"
triggerall = !var(59)
triggerall = stateno != 5832
triggerall = stateno != 5830
trigger1 = statetype = S && ctrl
Code:
;Run Back
[State -1, Run Back]
type = ChangeState
value = 5832
triggerall = command = "whatever you choose" && command = "holdback" <- or whatever command "holdback" is assigned to
triggerall = !var(59)
triggerall = stateno != 5832
triggerall = stateno != 5830
trigger1 = statetype = S && ctrl
Remember, you need to make 5832's command slightly different from 5830's as you have not provided any prerequisites for the game to choose which state to go to when the input is activated.

And if all else doesn't work, try to put manual inputs in your trigger instead of using an assigned command. Meaning, instead of putting [command = "recovery"] try putting [command = "x" && command = "y"] separately.

Get back to me after experimenting.
Re: Has Anyone Ever Had This Problem?
#8  April 24, 2022, 07:40:39 am
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Oh, I'm sorry. I am using pizzahighfive's Megaman X. I put different commands and lowered the amount of commands I had but it still did not work. I still don't know why.
Re: Has Anyone Ever Had This Problem?
#9  April 30, 2022, 12:51:10 pm
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Thank you Kolossoni! My commands were not in the proper order. I had to put my special attacks and the ground dash in the command list above my normal attacks and the air dash to make them come out. I appreciate your help and I want to say to everyone, put your special attacks, dashes, and more complex moves first in the changestate section of the CMD file in Fighter Factory to make sure they are read correctly. This question is solved!