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Messages by WastedCoder

    

Turning safe mode off breaks the character

 January 29, 2022, 07:24:59 PM View in topic context
 Posted by WastedCoder  in Turning safe mode off breaks the character (Started by WastedCoder January 29, 2022, 07:24:59 PM
 Board: M.U.G.E.N Development Help

Recently, I found out that some characters work properly in safe mode only. For example, some explods doesn't show properly or are misplaced etc.
What does this safemode do and why this happens only for some characters?
I tried to look for the information, but there is nothing about this.
    

Re: Explod doesn't spawn

 January 24, 2022, 12:46:17 AM View in topic context
 Posted by WastedCoder  in Explod doesn't spawn (Started by WastedCoder January 24, 2022, 12:32:44 AM
 Board: M.U.G.E.N Development Help

Removetime should be the same as destroyself  or probably longer so the knife stays for a bit after helper is destroyed. Maybe a trigger1 = Numexplod(638) = 0 should be added so multiple knifes don't appear if move is used again.

I tried it and it did nothing. Thanks for help anyways. Btw, this move cannot be activated if there is any explod of the knife on the map, so I cannot spam it.
    

Explod doesn't spawn

 January 24, 2022, 12:32:44 AM View in topic context
 Posted by WastedCoder  in Explod doesn't spawn (Started by WastedCoder January 24, 2022, 12:32:44 AM
 Board: M.U.G.E.N Development Help

I tried to make a thing when my char throws a knife and if it hits the 'wall' (edge of the stage) it stays there for some time, but the thing is it doesn't spawn an explod of the knife. My knife simply disappears.

The knife in the wall state
Spoiler, click to toggle visibilty

This sends the knife from its state into this one.

Spoiler, click to toggle visibilty


So, id 632 is the flying knife explod which should disappear and it does, id 580 is just a wind effects, which also disappears as it should. Anim 636 is the same anim with just a red hitbox my knife uses to hit the opponent, because I want this explod to appear exactly where the knife hits. Dont look at the statedef type, movetype etc. I started messing those up, because I thought it might be the reason why the explod doesn't spawn. The knife itself is a helper and works perfectly fine. Btw, I have the same state, like literally, but in case my knife strikes the ground. And it may, because it's an attack performed in the air and it works perfectly. I just copypasted it and changed the animation etc., but it does not spawn the explod. The hitbox, at the same time, is there, near the wall for 70 ticks, which means, the code does its job. And debug is clean, no errors. The animation does exist, it lasts 70 ticks, the numbers are right.


EDIT: I fixed it. Super weird thing, but I fixed it. What I did? I copied the code of this animation(click the spoiler to see it), deleted this animation, then created a new one, with the same number(638), pasted the same code changing nothing, opened the game, and it worked... Idk how that helped me. I guess, weird bugs have a place to be sometimes.

Spoiler, click to toggle visibilty
    

Re: How to prevent AI from random jumping? (1.0+)

 January 23, 2022, 02:07:37 PM View in topic context
 Posted by WastedCoder  in How to prevent AI from random jumping? (1.0+) (Started by WastedCoder January 20, 2022, 11:35:05 PM
 Board: M.U.G.E.N Development Help

The only way to make this work really is to either remove ctrl completely so the default ai can never jump. Or override jump start to send the player back to prevstateno if ai is on and the conditions you want aren't met. You'll need a variable OR to use a special  jump start state for this one.

Got it. Thank you ^^
    

How to prevent AI from random jumping? (1.0+)

 January 20, 2022, 11:35:05 PM View in topic context
 Posted by WastedCoder  in How to prevent AI from random jumping? (1.0+) (Started by WastedCoder January 20, 2022, 11:35:05 PM
 Board: M.U.G.E.N Development Help

I tried making a command for AI when to use jump, but it resulted into more jumping than usual, because the AI now jumps randomly and when the conditions are met. When I code the same thing for a special, for example, it works as it should, the AI only uses that special when the conditions are met. What am I missing here?
    

Re: Control P2 Throughout your Character's Win Pose

 January 16, 2022, 08:55:06 PM View in topic context
 Posted by WastedCoder  in Control P2 Throughout your Character's Win Pose (Started by altoiddealer July 03, 2014, 10:18:41 PM
 Board: Code Library

Nice! I want to try it now :D
I never thought it was possible to do such a thing. I'll try it out sooner or later.
Thank you for this tutorial.
    

Re: What are these and where can I find more details?

 January 09, 2022, 12:35:34 PM View in topic context
 Posted by WastedCoder  in What are these and where can I find more details? (Started by WastedCoder January 09, 2022, 12:06:22 PM
 Board: M.U.G.E.N Development Help

    

What are these and where can I find more details?

 January 09, 2022, 12:06:22 PM View in topic context
 Posted by WastedCoder  in What are these and where can I find more details? (Started by WastedCoder January 09, 2022, 12:06:22 PM
 Board: M.U.G.E.N Development Help

I am talking about these symbols:  '|'  '||'  '%'  '&&'  etc.


I know a bit about how to use these, but how are they called? And I wonder if there is a more detailed explanation for all of them in the same place? Thanks. (sorry for dumb questions, I am sure this one is.)
    

Re: How to make a good AI? (1.0-1.1b)

 December 28, 2021, 10:57:50 AM View in topic context
 Posted by WastedCoder  in How to make a good AI? (1.0-1.1b) (Started by WastedCoder December 26, 2021, 03:08:43 PM
 Board: M.U.G.E.N Development Help

Here's an example of an AI snippet for one of my chars, Eighteen and in particular for her multiple fireball move, with some comments for your learning:

;AI Blitz Deadend
[State -1, AI Blitz Deadend]
type = ChangeState
triggerall = AILevel>0 && numenemy && roundstate=2 && StateType != A trigger when AI is on, there's an enemy, during the match and while on the ground
triggerall = NumHelper(1500)<3 ; Blitz Deadend limiter checks that we have not reached the max number of moves
triggerall= (enemy,stateno!=[120,155])&&(enemy,stateno!=[5100,5120]) && (enemy,vel x>=0) the move will be performed when the enemy is not blocking, or lying on the ground and while the enemy is moving forward
trigger1 = ctrl && time>5 && random < 50*(AIlevel ** 2 / 64.0) time>5 gives a reaction of at least 5 frames for the AI, to simulate a command input- the part following the random is an AI scaler, resulting in a harder AI when AI level is higher
trigger2 = ((stateno = 200) || (stateno = [210,215]) || (stateno = 220))
trigger2 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger3 = ((stateno = 230) || (stateno = 240) || (stateno = 250))
trigger3 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger4 = ((stateno = 400) || (stateno = 410) || (stateno = 420))
trigger4 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger5 = ((stateno = 430) || (stateno = 440) || (stateno = 450))
trigger5 = movehit && random < 100*(AIlevel ** 2 / 64.0)
trigger6 = stateno = 100 || stateno = 101
trigger6 = random < 50*(AIlevel ** 2 / 64.0) all these conditions are to ensure a combo chain from a previous specific hit and with a variable rate of successing at the combo
value = Cond(p2bodydist y<0,1500,1500+10*(random%3)) if the AI activates one of the above conditions, then if the enemy is jumping, she will do the backwards version to stay safe. If the enemy is not jumping then she will perform any of the 3 versions

As you can see, the scenario is pretty simple for this specific move, but it gives a human feeling and reaction on when to perform a move, and also open to mistakes

Thanks :з
I appreciate your help <3
    

Re: How to make a good AI? (1.0-1.1b)

 December 27, 2021, 08:30:27 PM View in topic context
 Posted by WastedCoder  in How to make a good AI? (1.0-1.1b) (Started by WastedCoder December 26, 2021, 03:08:43 PM
 Board: M.U.G.E.N Development Help

AI is an awesome spot for a beginner to start in my opinion. I think the main thing you should focus on is making sure that AI can't do anything that a player wouldn't be able to do. This is easily achieved by making sure you have the right triggers on the AI changestates. Sounds obvious but I still see that mistake.

Using random is really useful and there are a few different ways that people use it with ailevel for scaling the AI. Pots has a cool example of this work really well, if you are looking for an example. Actually this would probably be more useful to checkout https://mugenguild.com/forum/msg.2321829

If you want to get into more advanced AI, you can start thinking about disabling default AI walk, jump since a human player would never do those at random. Coming up with the logic for your own can be really fun.

For me the best AI is the ones that seem really human. Not insanely overpowered or perfect, still makes mistakes but also makes solid choices.



Ok, Thank you so much ^-^
    

Re: How to make a good AI? (1.0-1.1b)

 December 27, 2021, 03:22:13 PM View in topic context
 Posted by WastedCoder  in How to make a good AI? (1.0-1.1b) (Started by WastedCoder December 26, 2021, 03:08:43 PM
 Board: M.U.G.E.N Development Help

Think of how you would like the character to play and react, and code it. AI is nothing more than just preparing scenarios and adding them to a list

Thank you, I understand that, but in terms of coding things. Like, recently, I learned that it's not recommended to use more than 100 random, because random is checked every tick and it results in spamming, also I've found out some people would use variables instead of random. I ask for this kind of tips. What should and should not people do when coding AI? What people use to make AI better, more human-like and AIlevel dependable? When Ailevel - 1 it's weak and AIlevel - 8 actually strong and smart. Some useful triggers or probably any examples, since I am a beginner and would like to learn some alternative ways instead of doing anything like this:

Spoiler, click to toggle visibilty

Which ends up in the AI standing in one place, charging and spamming specials OR running to you recklessly to spam its combos.

    

How to make a good AI? (1.0-1.1b)

 December 26, 2021, 03:08:43 PM View in topic context
 Posted by WastedCoder  in How to make a good AI? (1.0-1.1b) (Started by WastedCoder December 26, 2021, 03:08:43 PM
 Board: M.U.G.E.N Development Help

Hello, everyone.
I need some tips, tricks etc. on how to make a good AI for 1.0-1.1b character.
    

Re: DIO's transformation problem

 November 05, 2021, 11:02:29 AM View in topic context
 Posted by WastedCoder  in DIO's transformation problem  (Started by Jotaro_Joestar November 03, 2021, 01:33:40 AM
 Board: M.U.G.E.N Development Help

Look, I am not an expert, but I think you can try putting these two values to zero.
 You probably do have them in the main .cns file. It should keep you transformed in the next round. As I understand, you use a variable to keep yourself in transformation, so in every round mugen resets your vars. If u put these to zero it will not reset them, therefore you will remain in your transformation.
[Data]
life = 1000
power = 3000
attack = 100
defence = 100
fall.defence_up = 70
liedown.time = 60
airjuggle = 15
sparkno = -1
guard.sparkno = -1
KO.echo = 0
volume = 0
IntPersistIndex = 0  --- this one
FloatPersistIndex = 0 --- and this one
    

Re: How to make AI activate a move when enemy is close to the helper?

 October 27, 2021, 03:48:14 PM View in topic context
 Posted by WastedCoder  in How to make AI activate a move when enemy is close to the helper? (Started by WastedCoder October 27, 2021, 09:59:02 AM
 Board: M.U.G.E.N Development Help

To make it simple

Trigger1 = helper(1225)>=1
Trigger1 = p2bodydist x =[-40,40]
Trigger1 = abs(p2bodydist y)

Hope this helps

MGMURROW

It did, thank you. Btw, I already had 'Triggerall = numhelper(1225) > 0'
Have a good one ^^
    

How to make AI activate a move when enemy is close to the helper?

 October 27, 2021, 09:59:02 AM View in topic context
 Posted by WastedCoder  in How to make AI activate a move when enemy is close to the helper? (Started by WastedCoder October 27, 2021, 09:59:02 AM
 Board: M.U.G.E.N Development Help

I tried this:
Code:
trigger1 = helper(1225), p2bodydist x = [-40,40] && abs(p2bodydist y) < 20
But it makes mugen crash, so I assume I can't write like that. Can you help me? I need to write 'If the enemy is close to this object'.
    

Re: How to make helper with its own HP

 October 22, 2021, 05:51:12 PM View in topic context
 Posted by WastedCoder  in How to make helper with its own HP (Started by WastedCoder October 15, 2021, 07:55:16 PM
 Board: M.U.G.E.N Development Help

Iirc helpers spawn with their parents life value although they can't die. So they start at 1000. I forget if you can spawn them with different health values but variables is the most reliable way to manage a helpers existence as they have thier own set of 60.

Exactly. It does its job and I am okay with that :D
    

Re: How to make helper with its own HP

 October 16, 2021, 06:41:51 PM View in topic context
 Posted by WastedCoder  in How to make helper with its own HP (Started by WastedCoder October 15, 2021, 07:55:16 PM
 Board: M.U.G.E.N Development Help

    

How to make helper with its own HP

 October 15, 2021, 07:55:16 PM View in topic context
 Posted by WastedCoder  in How to make helper with its own HP (Started by WastedCoder October 15, 2021, 07:55:16 PM
 Board: M.U.G.E.N Development Help

For example, I am making Susanoo for a char and I want to make it, so it has its own HP, separate from main char's.


Edit: I figured it out and made it using variables.
    

Re: Helper does not spawn

 October 09, 2021, 08:33:22 PM View in topic context
 Posted by WastedCoder  in Helper does not spawn (Started by WastedCoder October 09, 2021, 06:45:33 PM
 Board: M.U.G.E.N Development Help

I found the mistake. LoL
[State 0, DestroySelf]
type = DestroySelf
trigger1 = root,stateno != 420
here, it was a root of a problem XD
    

Helper does not spawn

 October 09, 2021, 06:45:33 PM View in topic context
 Posted by WastedCoder  in Helper does not spawn (Started by WastedCoder October 09, 2021, 06:45:33 PM
 Board: M.U.G.E.N Development Help

Hey, guys! Can you please tell me what is wrong with this code?
This is a special, but state 60000 does not spawn helper 60001.
I checked the numbers dozens of times. They all match, but I still can't see a helper.
There are literally zero helper on the screen when I try to activate it.
I tried changing numbers and all, but it still won't go further 60000 state.
I even put "poweradd = -700" into 60001 statedef and IT DID TAKE POWER.
But still there is no animation and hitbox, though I made sure they exist.
Chars animation is long enough, it lasts 49 ticks. Idk what to think.
.cmd is also fine, because it activates the state 60000.
All of the states and animations featured here do exist and their numbers match.
Debug says nothing btw. No info appears there it is clean.


CMD code:
Spoiler, click to toggle visibilty

Main code
Spoiler, click to toggle visibilty