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enemynear? (Read 5770 times)

Started by Sicatrix, April 24, 2008, 07:34:03 pm
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enemynear?
#1  April 24, 2008, 07:34:03 pm
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Info, please^_^

I'm confused as to why the trigger redirection "enemynear" screws up characters during simul mode?

example: Character keeps doing his low punch and ignoring the P2bodydist trigger.
Re: enemynear?
#2  April 24, 2008, 07:56:38 pm
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Probably a common bug with the engine. Or the way it is handled from the programmer, I suppose. I assume most of the coding is assumed for 1 on 1 fights, and not a simul mode.

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Re: enemynear?
#3  April 24, 2008, 07:58:58 pm
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enemynear refers to the nearest enemy and thus changes when there is more than one enemy and they can move independently of each other.
Re: enemynear?
#4  April 24, 2008, 08:37:47 pm
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but wow...even if both enemies were on the other side of the screen a character would still ignore the dist...weird..

Anyway,

could anyone please explain the differences between the following?(what's more optimal in both single and simul mode, AI wise of course)


(Enemynear, P2Movetype != A)
Enemynear, P2Movetype != A
(Enemy, P2Movetype != A)
(Enemy, P2Movetype != A)
(Enemynear, Movetype != A)
Enemynear, Movetype != A
(Enemy, P2Movetype != A)
(Enemy, P2Movetype != A)
P2Movetype != A

I think you understand what i'm saying.

NOTE:
Basically anything that has P2, enemy ,and enemynear were the ones that I have altered with the AI i'm editing. (everything was perfect, before I went over board and turned everything like this Enemynear, P2.... =...


Thank you for any help.

Re: enemynear?
#5  April 24, 2008, 11:32:48 pm
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Are you aware, that enemy,p2whatever means you or your partner?
Re: enemynear?
#6  April 25, 2008, 12:01:31 am
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"You must defeat my flaming
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Re: enemynear?
#7  April 25, 2008, 12:03:34 am
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He means it refers to your enemy's enemies, your team.
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Re: enemynear?
#8  April 25, 2008, 12:53:52 am
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(Enemynear, P2Movetype != A)
If you, or your partner is not in the air, evaluated earlier than non brackets

Enemynear, P2Movetype != A
Same as above, just not evaluated so fast

(Enemy, P2Movetype != A)
Same as top essentially.

(Enemynear, Movetype != A)
If the nearest enemy to you is not in an attacking state, evaluated before non brackets

Enemynear, Movetype != A
Nearest enemy is not attacking, evaluated later than brackets

P2Movetype != A
Either opponent is in an attacking state.

You've asked us to define (Enemy, P2Movetype != A) 4 times. Once should be enough.


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Re: enemynear?
#9  April 25, 2008, 12:13:28 pm
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I apologize for that, cyanide.

Anyway, thank you very much for explaining it to me :)
(The AI now works fine in Simul mode)
Re: enemynear?
#10  January 11, 2018, 10:15:35 am
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Probably a common bug with the engine. Or the way it is handled from the programmer, I suppose. I assume most of the coding is assumed for 1 on 1 fights, and not a simul mode.

And in 1 vs 1 match, The opponent use helper ,the enemynear trigger will be corrupted.
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