
Board: M.U.G.E.N Development Help
Backedgedist was indeed what you wanted. You may want to try with a lower value because 50 is still a bit far from the corner.
Sadly I don't think there's a way to find the actual corner of the stage instead of the corner of the screen, so you can exploit that combo in Simul if your partner is locking the camera. Not a big deal in my opinion.
I'm just going to chime in real quick comment.
From my experience, I occasionally ran into bugs when float and int values were not handled properly.
Velocity is a float, so you should always try to make the values express as floats.
ex: Vel y > -5.0
trigger1 = cond(enemynear, vel y < 0.0, (p2bodydist y = [-85,10]), (p2bodydist y = [-33,10]))
You probably don't have any bugs with your examples.
There's just certain combinations of triggers/parameters that will not process correctly unless the values are expressed properly... and it will drive you insane trying to figure out what the heck is causing this bug?!
So, it's just a good habit to get into.
Yes. The operators works the same as one would expect in maths. So you are right in that y >-5 means -4,-3,-2,-1,0,1,2,etc..
Negative velocities are in the upward directions. Keep in mind though that velocity is a vector so, vel= -4 is greater than vel= -2 but numerically, -4 is less than -2. Operators such as < and > only look at the numeric value.
Also, You code looks like it's to intercept p2 while you are in the air regardless of whether p2 is on the ground or in the air. It's all good if that's what you want but you'll have to re-state the range if you want it to trigger only when p2 is exclusively in the air.
trigger1 = cond(enemynear, vel y < 0, (p2bodydist y = [-85,10]), (p2bodydist y = [-33,10]))
Vel y > -5mean -4, -3,-2 and so on, like in mathematics, or is it -6, -7, -8? It may sound like a stupid question, 'cause it is, but I wouldn't mind hearing the answer to that just to make sure.
That feeling when people make money off of your work while you yourself didn't. I guess some things never change.
What are the vels of your projectiles?
You should be able to just factor them together for a ratio… for instance if the vel is x=10 y=10 then you’ll want this to tigger when the enemy’s pos x/y = 1…. because regardless of their distance this ratio will be in target.
You could have a tolerance like enemy,pos x/enemy,pos y = [0.9,1.1] or something. I’m wayyy out of practice
Edit, another example… assuming a variation of your projectile has a velocity of x=10 y=3 (10/3=3.33)
triggerall=enemy,pos x/enemy,pos y = [3.0 , 3.6]
Maybe add something else along the lines of
trigger1= enemy,pos x/enemy,pos y >= 3.3
trigger1= enemy,vel x >= 0
trigger2= enemy,pos x/enemy,pos y < 3.3
trigger2= enemy,vel x < 0
All characters use state 5900 to initialize the start of a round.
Try messing around with that if you want to experiment. Try using Pause or SuperPause to have your desired effect.
Safemode uses a lower OpenGL instruction set, disables hardware scaling, and probably some other things that I can't think of.
I can't think of a good reason for a character to require safemode. Seems that this would indicate a problem with the OpenGL driver. Unfortunately, this is a common occurrence with modern Windows.