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Messages by WastedCoder

    

Re: Multiple hitsparks appear from one hit

 October 04, 2021, 01:38:34 PM View in topic context
 Posted by WastedCoder  in Multiple hitsparks appear from one hit (Started by WastedCoder September 25, 2021, 09:10:14 PM
 Board: M.U.G.E.N Development Help

make sure the anim 7010 is longer than the hitpause. If you removed it, add it back in and fix the animation. It's getting deleted and respawned before the hit ends.

Thank you, I fixed it.
    

Re: The best way to put p2 in a place I need

 October 04, 2021, 01:34:02 PM View in topic context
 Posted by WastedCoder  in The best way to put p2 in a place I need (Started by WastedCoder September 25, 2021, 04:39:08 PM
 Board: M.U.G.E.N Development Help

You can use the HitDef in P1 to Snap p2 into position.
https://mugenguild.com/forum/topics/hitdef-sctrls-169450.0.html
You might want to use TargetBind
https://mugenguild.com/forum/topics/targetbind-sctrl-170204.0.html
Use PauseTime to lock P2 into the hit long enough.

Thanks ^^

EDIT: TargetBind doesn't work, so I just put these in .cmd and AI
type = ChangeState
triggerall = ailevel = 0
triggerall = p2statetype != A
triggerall = p2bodydist y = 0
Triggerall = power >= 3000
value = 6200
triggerall = command = "SUPER2"
Triggerall = statetype != A
trigger1 = ctrl


Edit2: found the way with the snap.
    

Re: The best way to put p2 in a place I need

 September 30, 2021, 02:32:56 PM View in topic context
 Posted by WastedCoder  in The best way to put p2 in a place I need (Started by WastedCoder September 25, 2021, 04:39:08 PM
 Board: M.U.G.E.N Development Help

Can't force p2 to do anytbing without hitting him first. You could make a full screen invisible hit that puts them on the ground and then activates the rest of it but thats kinda mean. If you miss you miss thats just tough is the way things normally work.

And that's what I want. Sorry for did not making it clear from the beginning. He gets the first hit which has to stun him and then other things going on, but it all breaks if enemy can move, so what do I do to stun him while the rest goes on? I just need to make sure that he doesn't move after the first hit lands.
    

Re: Multiple hitsparks appear from one hit

 September 25, 2021, 09:19:51 PM View in topic context
 Posted by WastedCoder  in Multiple hitsparks appear from one hit (Started by WastedCoder September 25, 2021, 09:10:14 PM
 Board: M.U.G.E.N Development Help

Update: I figured what causes the issue.
This part of the hitdef 'pausetime = 20,6'
Then what way should I use to pause my char before he lands next hit?
    

Multiple hitsparks appear from one hit

 September 25, 2021, 09:10:14 PM View in topic context
 Posted by WastedCoder  in Multiple hitsparks appear from one hit (Started by WastedCoder September 25, 2021, 09:10:14 PM
 Board: M.U.G.E.N Development Help

After a char makes a hit, a hitspark appears, then the second one just after that.

Code:

Spoiler, click to toggle visibilty
    

Re: The best way to put an opponent in a stun

 September 25, 2021, 09:04:43 PM View in topic context
 Posted by WastedCoder  in The best way to put an opponent in a stun (Started by WastedCoder September 25, 2021, 05:04:54 PM
 Board: M.U.G.E.N Development Help

    

The best way to put an opponent in a stun

 September 25, 2021, 05:04:54 PM View in topic context
 Posted by WastedCoder  in The best way to put an opponent in a stun (Started by WastedCoder September 25, 2021, 05:04:54 PM
 Board: M.U.G.E.N Development Help

Some chars can't just be stunned by any of the parameters in hitdef is there a way to guarantee stun for p2? What controllers should be used for this then?
    

The best way to put p2 in a place I need

 September 25, 2021, 04:39:08 PM View in topic context
 Posted by WastedCoder  in The best way to put p2 in a place I need (Started by WastedCoder September 25, 2021, 04:39:08 PM
 Board: M.U.G.E.N Development Help

I need that for Super, to force p2 to be on the ground before p2 starts receiving hits.
What is the best way to put an enemy on the ground in case he's in the air when the super is being performed?
Also, if Pause controller is being instantly activated with the activation of a super will it stand on this 'forcing p2 to the ground' way?
    

Re: AI spams dash and charges infinitely

 August 09, 2021, 01:43:19 AM View in topic context
 Posted by WastedCoder  in AI spams dash and charges infinitely (Started by WastedCoder August 04, 2021, 03:41:12 PM
 Board: M.U.G.E.N Development Help

What about the changestates intended for the player? Post the code for those too.
Also, this is minor but I noticed you have skipped numbers in your triggers, like trigger1 > trigger2 > trigger4 (skipping trigger3). I don't remeber if this matters or not but... just saying. :P

It does matter. I fixed it, thanks. Can't believe I didn't notice that XD

I don't really understand what you mean, but ... maybe this is what you mean :D

Spoiler, click to toggle visibilty
    

Re: AI spams dash and charges infinitely

 August 08, 2021, 03:11:11 PM View in topic context
 Posted by WastedCoder  in AI spams dash and charges infinitely (Started by WastedCoder August 04, 2021, 03:41:12 PM
 Board: M.U.G.E.N Development Help

you need to add !ailevel or Ailevel=0 to every human controlled commands, otherwise the AI will access both the AI-only and the Human-only

I did it, but he still ignores the triggers.
Like, I put into power charge end trigger  'triggerall = p2bodydist x < 100' then I turn on AI and come just super close to him, and he still charges.
He ignores some other triggers the same way unless I put something like 'triggerall = random < 200' then randomness makes it work barely, but it's not the result I am looking for. Because when I put the same triggers into different chars they act EXACTLY as I've written.
Why do some chars ignore trigs I put in their AI?
    

AI spams dash and charges infinitely

 August 04, 2021, 03:41:12 PM View in topic context
 Posted by WastedCoder  in AI spams dash and charges infinitely (Started by WastedCoder August 04, 2021, 03:41:12 PM
 Board: M.U.G.E.N Development Help

Hi, everyone. I have two problems with a char.
1. He spams dash back-forward-back-forward, doing it really fast he just flies into nowhere

Here's the code in the AI for it.

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty


2. AI charges even if his power is 3000(max)

AI code

Spoiler, click to toggle visibilty

Spoiler, click to toggle visibilty

Code from .cns

Spoiler, click to toggle visibilty


var(2) is for transformation. He transforms when he is low hp, but charge problem is the same for both transformed and not.
I tried moving power charge in the AI file and .cmd file putting it higher or lower, same with dash, but it didn't work. :c
Lowering random < X didn't work as well.

    

Re: Is there a way to make guard more powerful

 August 02, 2021, 11:42:25 AM View in topic context
 Posted by WastedCoder  in Is there a way to make guard more powerful (Started by WastedCoder August 01, 2021, 12:25:19 PM
 Board: M.U.G.E.N Development Help

I mean, making the guard harder to break.
    

Is there a way to make guard more powerful

 August 01, 2021, 12:25:19 PM View in topic context
 Posted by WastedCoder  in Is there a way to make guard more powerful (Started by WastedCoder August 01, 2021, 12:25:19 PM
 Board: M.U.G.E.N Development Help

As the title says, can I increase the power of block when char is transformed or anything like that?
    

Damage Scaling problem

 July 16, 2021, 11:57:19 AM View in topic context
 Posted by WastedCoder  in Damage Scaling problem (Started by WastedCoder July 16, 2021, 11:57:19 AM
 Board: M.U.G.E.N Development Help

Hello everyone!
I noticed a problem concerning one of my chars.
The character's damage scales when you put him 1v4(turns mode)
But when I put him 1v1, it's back to normal.
I wonder if this is a problem or just Mugen itself is designed like that.
And no, the char has no attack or defence multipliers anywhere. I thoroughly checked his -2 and -3 states and all other files.
It would be good if there was a way to fix it, but if it is like that for all mugen chars, then I'm OK with that.
    

Re: How can I increase the strength and defence in a transformation?

 July 09, 2021, 01:08:06 PM View in topic context
 Posted by WastedCoder  in How can I increase the strength and defence in a transformation? (Started by Userman1490 July 07, 2021, 08:13:34 PM
 Board: M.U.G.E.N Development Help

Okay, I guess I understood a bit of what you are saying.

However, what's this "trigger1 =" and "value"?

I guess the value is the multiplier? And what should I put in "trigger1"?

I'm a bit new with this stuff, which is why I don't understand some things.

Edit: Also another thing, yes, I do have statedef -2 in the AI File of the character. Do I have to remove it for my code to work or should it stay as it is?

It does not really matter where Statedef -2 is. Put your code there, under [Statedef -2] and that is it. We were just trying to help you find it.
And trigger1 is a condition when this code should be activated. You should put there the condition when this transformation is active.
Speaking about value, look here, you need to do it like here:

'value = attack_mul (float)
Specifies the desired multiplier. For instance, an attack_mul of 2 deals double damage.'

This is how it should look like for attack.

I suggest you having a look at Mugen docs on this forum. There are a lot of useful info about everything.
https://mugenguild.com/forum/topics/the-mugen-docs-master-thread-168949.0.html
    

Re: How can I delete a move after a hyper of a char?

 July 08, 2021, 02:46:56 PM View in topic context
 Posted by WastedCoder  in How can I delete a move after a hyper of a char?  (Started by TheDragon July 06, 2021, 03:37:03 PM
 Board: M.U.G.E.N Development Help

Would be nice of you to show that code.
I am a novice myself, but from what I understood you simply find the code that is responsible for that move and erase it, then you make the end state that should activate this part of the code activate the next part, skipping the one you just erased.  (and if it uses some unique helpers which are nowhere used any more you can get rid of them as well, but be careful and look closely to the code)
MAKE A BACKUP, PLEASE, before doing anything make a backup of the char somewhere.
    

Re: How can I increase the strength and defence in a transformation?

 July 08, 2021, 02:42:18 PM View in topic context
 Posted by WastedCoder  in How can I increase the strength and defence in a transformation? (Started by Userman1490 July 07, 2021, 08:13:34 PM
 Board: M.U.G.E.N Development Help

I've seen statedef -2 and -3 in AI file, sometimes .cns. But that is for JUS style chars.
    

Re: How to make AI use Hyper/Ultimate attack instantly when energy is max?

 June 30, 2021, 12:13:51 AM View in topic context

It was the first move in the CMD already, BUT the last one in the AI, so I moved it to the very beginning and... it worked. I don't understand how and why, but thank you so very much for saving my ass once more. I would've never ever found it out. I owe you one.
You can try placing the code higher in the CMD, above everything else that the AI uses, even normal moves.


 ^-^
    

Re: How to make AI use Hyper/Ultimate attack instantly when energy is max?

 June 29, 2021, 07:31:57 PM View in topic context

Did you try to increase the random value ? The higher value it is set, the hyper move will be likely to be used more often. Try to make it 650,750 and 900 for instance. IIRC, the highest value you can set is 900. Or, if you really want the AI to use it everytime the power bar is reached to the maximum level, simply take the random commands out of the code.

Thank you for replying. Tried both and nothing changed. As expected, because I tried it a lot of times before.
    

How to make AI use Hyper/Ultimate attack instantly when energy is max?

 June 29, 2021, 06:36:17 PM View in topic context

Hello, everyone.
I need to make a char use his ultimate attack instantly, as soon as he reaches 3000 energy. Because every time he charges to 3000 he barely wants to use, like, he immediately spends it on different specials, but not SUPER HYPER MOVE! I saw some chars doing it, but was never able to reach it for the one I need, and their code had nothing special, but they use it every time they have enough energy for that.
I tried DOZENS and dozens of different triggers on AI to do it. Furthermore, I was so desperate, that took away the power triggerall and put there lifemax/2 triggeral, but that is not what I need still.


CMD
Spoiler, click to toggle visibilty


AI
Spoiler, click to toggle visibilty

Again, remember I started with having no such triggers as there are now since I was experimenting, but whether they are there or not it's almost the same... He does use it, but VERY seldom, too seldom... :c