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Character glitching after certain move (Read 967 times)

Started by tizerist, January 23, 2020, 01:29:50 PM
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Character glitching after certain move
#1  January 23, 2020, 01:29:50 PM
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Hi, I downloaded a new Garfield character and put him in watch mode against SSF2THD Ken Masters. Whenever Garfield pulls off a particular move against Ken, Ken disappears and Garfield starts twitching left and right, meaning I have to exit the fight.
https://imgur.com/IxAS135
Can anyone help me narrow this down in order to eliminate it? I would be so grateful.
Re: Character glitching after certain move
#2  January 23, 2020, 08:59:35 PM
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Garfield is putting Ken into a custom states. The custom state is badly coded so it forces Ken into action 100, but his animation is an empty sprite, instead of what I suppose the character running.

That Ken might have also been coded for a full game, as it's strange that he has an empty run animation in group 100
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Re: Character glitching after certain move
#3  January 24, 2020, 03:37:02 AM
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Yes you’re right, it’s supposed to be a run animation.
Any idea how to get around this? Cheers
Re: Character glitching after certain move
#4  January 24, 2020, 09:51:20 AM
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well, either change the code in garfield so that when fighting ken he uses his own run animation instead of 100, or you fix Ken and duplicate his run animation as 100 (but it could lead to issues if Ken uses the anim 100 for another purpose)
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Re: Character glitching after certain move
#5  January 24, 2020, 10:05:19 PM
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So change state 100 in the cmd?
Re: Character glitching after certain move
#6  January 26, 2020, 09:44:38 AM
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Not really sure what to do at this point.
Re: Character glitching after certain move
#7  January 26, 2020, 05:55:35 PM
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Well, it would probably be located in CNS not CMD.
Re: Character glitching after certain move
#8  January 28, 2020, 08:08:42 PM
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I see. Do you know what I should be looking to edit? Thanks.
Re: Character glitching after certain move
#9  January 29, 2020, 06:55:23 AM
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Very simply put using XGargoyle's method:

Step A (changing Ken):
Open your Ken's .AIR file
Go find anim 100 and if it is missing one, duplicate the main run animation and make it 100.
Then, go back to Garfield's CNS and make sure the anim for the enemy is set to 100.
Then test it.

Step B (changing Garfield):
Go open Garfield's CNS
Change the assigned animation to smth that works globally with other chars by assigning their own run anim.
Then test it.

Either way, it is a solid solution.
Check it out if you have the time.

P.S. for Step B, I suggest using "name = " trigger. Since that would ensure specific executions.
Re: Character glitching after certain move
#10  January 29, 2020, 02:04:56 PM
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Hmm ok.
In kens air file there is the following:
[Begin Action 100]
-1,0, 0,0, 0,
In garfields cns there is:
 Run
[Statedef 100]
type = S
movetype = I
physics = S
velset = 0, 0
anim = 100
ctrl = 0
sprpriority = 1

[State 100, Assert]
type = assertspecial
trigger1 = 1
flag = nowalk
flag2 = noautoturn

[State 100, Vel]
type = velset
trigger1 = anim = 100
x = const(velocity.run.fwd.x)+var(10); * ifElse(var(1) > 1, 1.152, 1)

[State 100, steps]
type = playsnd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(6) = 0
value = 100,0

[State 100, Jump]
type = changestate
trigger1 = !AILevel && command = "holdup"
value = 40

[State 100, End]
type = changestate
trigger1 = command != "holdfwd"
trigger1 = !AILevel
trigger2 = AILevel
trigger2 = frontedgebodydist <= 10 && p2statetype != L || p2bodydist x <= 50
value = 101
ctrl = 1

What I would be editing here I really have no idea...?
Re: Character glitching after certain move
#11  January 29, 2020, 02:17:26 PM
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1) Check in Ken what is the animation number used for the run (ken's AIR file)
2) Copy the same animation from the run and paste it on the existing anim 100 (the one that has -1,0, 0,0, 0,)
3) save the AIR file
4) problem fixed
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Re: Character glitching after certain move
#12  January 29, 2020, 04:57:07 PM
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Hi. Well, doing a crtl+F and searching for run produces no results in the air. I've trawled through the entire document and theres nothing (that I can see) which points to that.
Re: Character glitching after certain move
#13  January 29, 2020, 06:07:50 PM
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You won’t be able to find “run” in his .air file since there is no standard for documenting one’s own air file other than what’s listed on the official documentation: http://www.elecbyte.com/mugendocs-11b1/air.html

Figuring out what’s Ken’s run animation is something you’ll need to find out on your own.
There a several ways to do this.  You could either dig through his code files to see what action number it plays; or you can play the game in debug mode, and note the action number used for Ken’s run animation in the debug info.
The later method is much more simplier and easier.
Re: Character glitching after certain move
#14  January 31, 2020, 02:18:43 PM
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Ok thanks. When the move happens it says action id 100 in debug mode for ken, and one time it said state no3211, another time 3212. Could it be those?
Re: Character glitching after certain move
#15  January 31, 2020, 03:25:32 PM
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Well, they could be.

But the easiest way to find out would be going into CMD and finding what the "[double forward] A.K.A. [command = F, F]" is assigned to.

Then see what animation that state uses.
Re: Character glitching after certain move
#16  February 01, 2020, 04:12:46 PM
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I can see this bit:

[Command]
name = "FF"
command = F, F
time = 12

But theres no other indication there
Re: Character glitching after certain move
#17  February 01, 2020, 04:48:52 PM
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I can see this bit:

[Command]
name = "FF"
command = F, F
time = 12

But theres no other indication there

Well, that's a start.

Then find what state [Command =  "FF"] is referring to.
After that, go to that state in your CNS and see what animation it's using.
Re: Character glitching after certain move
#18  February 02, 2020, 06:23:37 PM
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Thats the only mention of it there, that I can see.
Re: Character glitching after certain move
#19  February 03, 2020, 09:25:22 AM
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So reading this, I feel like a tiny bit of learning how to track stuff down will be helpful.
I think you know about Debug. Ctrl+D. You can read what states and animations are being used in each character. You can cycle to helper too.

Knowing the Anim number you can view it with Fighter factory 3 in the air.
Knowing the State number, I usually search for, say, state 3400 by bringing up the search bar, ctrl+f and typing
3400]
Not having the ] will find ALL of the results for 3400. Almost always, 99.999999999% of the time, the State will end in  ]
You may get more results, you just have the loop button clicked and it'll find all of them.

Once you're at the state Anim = is _usually_ at the top. You can use that to look at in the air also.

P.S. for Step B, I suggest using "name = " trigger. Since that would ensure specific executions.
^^^Is going to be your best bet.

If Ken has no run animation, duplicate his walk animation as anim 100. The walk is usually Anim 20. Reduce the time for each frame and it should look ok.

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Re: Character glitching after certain move
#20  February 04, 2020, 06:18:34 PM
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Ok thanks, I’ve elected to make the move null so that it isn’t performed. Too much time wasted on this.
Appreciate the advice anyway