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Flying Felon crashes when cody perform this move! (Read 4701 times)

Started by Keymon2324, January 16, 2024, 08:09:40 am
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Flying Felon crashes when cody perform this move!
#1  January 16, 2024, 08:09:40 am
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Cody from infinite. I am facing an issue while playing him. When he use his super move level 1 "Flying Felon" suddenly it get crashed in the middle of the game. Kindly anyone help me to figure out this issue.
Re: Flying Felon crashes when cody perform this move!
#2  January 18, 2024, 05:30:42 am
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If you're looking to remove the problem, you can comment out the ChangeState in the cmd file.
If you want to fix the bug it gets more complex.
But both ways need you to track down what StateDef the move is. To find the move, learn what inputs cause the crash. Lets pretend the commands are: D,DF,F, x
Like a normal fireball. In the cmd file find all the moves that are d,df,f, x and use Search (ctrl+f) in fighter factory 3 or notepad to find the name of the move.
[Command]
name = "hadouken_x"
command = ~D,DF, F, x
so you'd search for
"hadouken_x"
and it should bring you to something like
Spoiler, click to toggle visibilty
You can put
;
in front of all the lines of the changestate to stop it from working.
Let me know if you want to try and fix the error in StateDef 1000 or what ever it turns out to be. Probably in the 3000 area.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Flying Felon crashes when cody perform this move!
#3  January 18, 2024, 08:48:23 am
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SHALL I SHARE CODE??
Re: Flying Felon crashes when cody perform this move!
#4  January 20, 2024, 12:50:55 am
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Did you find out the StateDef and read through it yet?
vVv Ryuko718 Updated 10/31/22 vVv
Re: Flying Felon crashes when cody perform this move!
#5  January 24, 2024, 07:53:25 am
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Yes but dont understand why it is crashing while performing this move

here is the code --

;=======================Final Kick===================================
[Statedef 3500]
type    = S
movetype = I
physics = N
anim=3700+ Var(29)*10000
ctrl = 0
VelSet = 0,0

[State 0, Helper]
type = Helper
trigger1 =time=0
helpertype = normal ;player
name = "portrait"
ID = 6033
stateno = 6033
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 99999
size.xscale =.5
size.yscale =.5

[State 3000, Black BG]
type = Explod
trigger1 = Time = 0
removetime = -1
id = 6035
anim = 6035
pos = 0,0
postype = Left
scale = 1,1
sprpriority = -99999
facing = 1
vfacing = 1
ownpal = 1
bindtime = -1
ontop = 0
ownpal = 1
supermove = 1
pausemove = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1
supermovetime = 60
pausemovetime =  60

[State 6034, HyperBG]
type=helper
trigger1 = AnimElem = 2
helpertype=normal
stateno=6031
ID=6034
name="HyperBG"
postype=Back
supermovetime=99999
pausemovetime=99999
ownpal=1
ignorehitpause=1
size.xscale=.6
size.yscale=.6

[State 3000,EX SHADOW FX]
type=afterimage
trigger1=Time=5
time=999
TimeGap =2
FrameGap=5
length=15
PalBright=1,1,1
PalContrast=150,150,150
PalAdd=0,0,0
PalMul=.5,.5,.5
trans=add

[State xxx, Explod]
type = Explod
trigger1 = Time = 0
anim = 2224
ID = 2224
pos = -30,20
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = 1,1
sprpriority = 0
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 1
supermovetime = 9999
pausemovetime =  9999

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Super Fx"
ID = 2061
stateno = 2061
pos = 25,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 48

[State 3000,Pause]
type = SuperPause
trigger1 = time=0
time = 60
movetime=60
anim = -1
sound = s20,0
pos = 0,0
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 100,VelSet]
type = VelSet
trigger1 = AnimElem = 2,= 0
x = Const(velocity.run.fwd.x)*2

[State 100,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
volume=255
channel = 4
[State 100,PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,7
volume=255
channel = 2

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 3, 3
channel = 5

[State 100,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 3, 4
channel = 6

[State 100,ChangeState]
type = ChangeState
triggerall = time >= 60
trigger1 = time=90
trigger2 = p2dist X <= 140
value = 3501
ctrl = 0
;----------------------------
;Final Kick
[Statedef 3501]
type    = A
movetype= A
physics = N
anim = 3500 + Var(29)*10000
poweradd= 0
velset=4,0
ctrl = 0

[State 0, Width]
type = Width
trigger1 =1
edge =40,40
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S70,2
volume=255
channel=7

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=2
time = 40
ampl = 8

[State 0, Explod]
type = Explod
trigger1 = animelem=3
anim = 2505
ID =  2505
pos = 108,-78
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 1,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .8,.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause =0
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=5
value = S22,0
volume = 255
channel=5
freqmul=1.4

[State 0, VelSet]
type = VelSet
trigger1 = time=5
x = 6

[State 0, PosSet]
type = PosSet
trigger1 = time
y = -2.5
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S4,5
[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -70

[State 605,HitDef]
type = HitDef
trigger1 = hitcount < 8
trigger1 = moveguarded < 8
attr = A, HA
animtype = hard
damage    = 22,3
getpower = 0
givepower = 15, 15
guardflag = HA
hitflag = MAF
pausetime = 8,8
guard.pausetime = 5,5
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S5,12
guardsound = S6, 1
ground.type = High
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -14,-1
guard.velocity = -8
air.velocity = -7,-3
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 6
kill=0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit=8
value = 3502
ctrl = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded&&time>=15
trigger2 = time>=25
value = 3503
ctrl = 0
;----------------------------
; Final Kick-kick
[Statedef 3502]
type = A
movetype = A
physics = N
anim = 310 + Var(29)*10000
ctrl = 0
velset = 2,-4
poweradd = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = time=0
time = 5
pos = 50,0
[State 0, Width]
type = Width
trigger1 =1
edge =40,40
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=0
id = 2505

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(20) = -10
ignorehitpause = 1

[State -2,VarSet]
type = VarSet
trigger1 = Time = 0
var(21) = -60
ignorehitpause = 1

[State 250,HitDef]
type = HitDef
trigger1 = time=0
attr = A, HA
animtype = Back
damage    = 35
getpower = 0
givepower = 15, 15
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = var(20),var(21)
hitsound = S22,1
guardsound = S6, 0
ground.type = High
ground.slidetime = 30
ground.hittime  = 40
ground.velocity = -14,-7
air.velocity = -14,-6
air.hittime = 30
air.fall = 1
fall = 1
air.recover = 0
fall.recover = 0
yaccel=.25
p2stateno = 1125
ground.cornerpush.veloff =  0
guard.cornerpush.veloff =  0
envshake.time = 12
envshake.ampl = 6

[State 105,VelAdd]
type = VelAdd
trigger1 = Time > 0
y = .45

[State 105,End]
type = ChangeState
trigger1 = Time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 256

;----------------------------
;ŽÎ‚߃Wƒƒƒ“ƒv’†ƒLƒbƒN
[Statedef 3503]
type    = A
movetype= A
physics = A
anim = 3502 + Var(29)*10000
poweradd= 0
velset=0,0
ctrl = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time=2
id = 2505

[State 105,VelAdd]
type = VelAdd
trigger1 = AnimElem = 1
y = -4

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1,2
x = -2


[State 105,End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 0
ctrl=1
Re: Flying Felon crashes when cody perform this move!
#6  January 27, 2024, 06:53:59 am
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Check out var(29).
anim=3700+ Var(29)*10000
You might want to put that as it's own ChangeAnim also.

If it's consistently crashing, comment out chunks of the code and see if it crashes. If it doesn't crash, comment it back in and comment out another chunk of the code.
I dont see anything too crazy. Just small stuff like
moveguarded&&time>=15 should probably be
moveguarded && (time>=15)

----


[State 6034, HyperBG]
type=helper
triggerall = !numhelper(6034)
trigger1 = AnimElem = 2
helpertype=normal
stateno=6031
ID=6034
name="HyperBG"
postype=Back
supermovetime=99999
pausemovetime=99999
ownpal=1
ignorehitpause=1
size.xscale=0.6
size.yscale=0.6

Change this to what I have too
vVv Ryuko718 Updated 10/31/22 vVv
Last Edit: January 27, 2024, 06:58:28 am by Odb718