The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: Uno on July 14, 2013, 03:56:36 am

Title: "TagIn" State Controller not working on Mugen 1.1
Post by: Uno on July 14, 2013, 03:56:36 am
then what can/will be the alternate code for it on mugen 1.1?


I used and i need to use TagIn much in my tag system  :(
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: 2OS on July 14, 2013, 05:33:33 am
there is no alternate

why are you relying on undoc'd code for practical development in the first place
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: Uno on July 14, 2013, 09:49:45 am
the sctrl name itself "TagIn" explains why..


I'm working with a "Tag System" for mugen.
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: 2OS on July 14, 2013, 10:26:11 am
ok smartass.

did selfstates ever occur to you? cos essentially that's all tagin was.


[State -1]
type=selfstate
trigger1=command="tag out"
value=tag out##########

[State -1]
type=selfstate
trigger1=numpartner
trigger1=partner,stateno=tag out##########
value=tag in##########
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: Uno on July 14, 2013, 10:52:58 am
SelfState was used only for your opponent player  when you have placed them in a custom state via an attack, and wish to restore the opponent to his own states.


i think you should review docs first  :lugoi:
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: 2OS on July 14, 2013, 11:41:15 am
lol you're serious HAHAHAHAHAHAHA.

that's only one of many ways you can utilize selfstate. instead of (ignorantly as hellol) lecturing me actually try what i've given you.

and take your own advice you fucking lol amateur.


you most certainly don't deserve it but i'll be more elaborate here


the old format:

[State -1]
type=tagin
trigger1=command="tag out"
stateno=tag out##########  ;;  p1 selfstates to tag out
partnerstateno=tag in##########  ;;  p3 selfstates to tag in


the work around:

[State -1]
type=selfstate
trigger1=command="tag out"
value=tag out##########  ;;  p1 selfstates to tag out
[State -1]
type=selfstate
trigger1=numpartner
trigger1=partner,command="tag out"  ;;  you detect that p1 has commanded tag out
value=tag in##########  ;;  p3 selfstates to tag in
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: Seravy on July 14, 2013, 12:03:23 pm
Quote
trigger1=partner,command="tag out"
It's probably safer to use trigger1=partner,stateno=tag out ### for various reasons, especially the undefined behavior of the command trigger when redirected.
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: 2OS on July 14, 2013, 12:18:22 pm
i initially posted that. then thought ""all characters he's implementing this into should have that command"".

it's not undefined cos target,command="command" works for Reu's characters and i've suggested it to someone before.
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: Seravy on July 14, 2013, 06:06:40 pm
i initially posted that. then thought ""all characters he's implementing this into should have that command"".

it's not undefined cos target,command="command" works for Reu's characters and i've suggested it to someone before.
Well, parent,command and root command definitely returns random results during custom states, never used target or partner specifically but redirection in general was listed in known bugs, so...better safe then sorry.
The other reason would be if your character is inactive during the tick the command was entered (Pause or Superpause while your partner has movetime for example) then it won't see the command. The stateno can be detected at a later time without problems.
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: Bastard Mami on July 14, 2013, 06:55:40 pm
Quote
trigger1=partner,command="tag out"
It's probably safer to use trigger1=partner,stateno=tag out ### for various reasons, especially the undefined behavior of the command trigger when redirected.

iirc it's not undefined, the commands are ordered in a list so command = X actually points toa part of that list; in practice that means you are right in the escence of regular mugen as command will return different results depending on the ranodm characters movelists; the only use for commands triggers for different characters is if they have the exact same commandss, i.e. a full game or something close to it.
Title: Re: "TagIn" State Controller not working on Mugen 1.1
Post by: Uno on July 19, 2013, 09:06:56 am
lol you're serious HAHAHAHAHAHAHA.

that's only one of many ways you can utilize selfstate. instead of (ignorantly as hellol) lecturing me actually try what i've given you.

and take your own advice you fucking lol amateur.


you most certainly don't deserve it but i'll be more elaborate here


the old format:

[State -1]
type=tagin
trigger1=command="tag out"
stateno=tag out##########  ;;  p1 selfstates to tag out
partnerstateno=tag in##########  ;;  p3 selfstates to tag in


the work around:

[State -1]
type=selfstate
trigger1=command="tag out"
value=tag out##########  ;;  p1 selfstates to tag out
[State -1]
type=selfstate
trigger1=numpartner
trigger1=partner,command="tag out"  ;;  you detect that p1 has commanded tag out
value=tag in##########  ;;  p3 selfstates to tag in


Ok mr. Genius, that's really the way i coded before and somehow it does not work for most of the characters.. Then i learned tagin and it doesn't give me the same shit and it works better than your genius idea honestly! With that coding some chars patched with my tag code does not tag out and just stuck on the stage.. But with tagin the problem was solved.


I'm trying to code that will work with most of the chars, and forget to mention i need the code to be much lesser syntax because the tag patcher made by sir Sludge cannot hold more characters and it crashes.