YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
ESFAndy011 is Offline
Contact ESFAndy011:

ESFAndy011

Contributor

Messages by ESFAndy011

    

Computer won't boot, but mobo receives current

 November 16, 2016, 04:46:21 pm View in topic context
 Posted by ESFAndy011  in Computer won't boot, but mobo receives current (Started by ESFAndy011 November 16, 2016, 04:46:21 pm
 Board: Off-Topic Help

Yep, every time I make a thread about troubles with my computer it just keeps getting better, doesn't it?

Basically, here's the deal: I plug it in and the LED light on the motherboard is on. I push the button and nothing happens. The fans don't even feel like spinning. I have tried replacing the RAM, nothing. I have tried resetting CMOS, still nothing. I reseated the jumpers, nothing. I reseated all the power supply cables on the mobo and disks, along with the SATA cables, still nothing. I have cleaned up the CPU and replaced its thermal paste, still nothing.

I'm thinking it's one of two things: The chipset on the motherboard, or the processor, but I don't feel like wasting money potentially getting both just to discard.

So it's not the PSU, it's not the RAM, and the CMOS has been reset. Any thoughts?
    

Re: Rezizing a hitbox and / or projectile

 October 17, 2016, 06:42:58 pm View in topic context
 Posted by ESFAndy011  in Rezizing a hitbox and / or projectile (Started by Shana Fenix October 17, 2016, 07:58:51 am
 Board: M.U.G.E.N Development Help

I seem to recall the AngleDraw sctrl enlarges the sprites along with the collision boxes, though.

type = AngleDraw
trigger1 = 1
value = 0
scale = yourfloatvar,yourfloatvar

From there, you only need to figure out how much you want your fvar to grow over time.

Try it out and let me know if it works.
    

Looking for reliable PSU for microtower

 October 17, 2016, 05:46:12 pm View in topic context
 Posted by ESFAndy011  in Looking for reliable PSU for microtower (Started by ESFAndy011 October 17, 2016, 05:46:12 pm
 Board: Off-Topic Help

So I'm wondering where I can get a good 300-350W micro PSU (by "micro" I mean 180x65x90mm approximately... you know, those small but long ones). I've been acquainted with regular PSU brands (as in, for ATX towers), but it turns out it's a whole new world to me when it comes to these things (here I was hoping for some good 'ole CoolerMaster or XFX or whatever).

I need a 24/20+4 pin connector for the mobo, a 12V 4-pin connector for the CPU, other 4 pin connectors for peripherals and at least two SATA I connectors.

Which brand should I look for? I keep stumbling on "wrongly" shaped PSU's or PSU's that are specifically oriented to HP computers or something.

Also, just in case you're curious or it's relevant, the mobo is a GA-B75M-D3H (LGA1155).

Thanks in advanced.
    

Question about processor's frequency

 October 05, 2016, 10:50:03 pm View in topic context
 Posted by ESFAndy011  in Question about processor's frequency (Started by ESFAndy011 October 05, 2016, 10:50:03 pm
 Board: Off-Topic Help

Hey all!

So I'm in this weird situation: I'm looking at an inventory at work about some PC's we have at one of our offices and I saw this:

Intel core i5 - 3330 (3.33 GHz, 6 MB cache L3)

I found the "3.33GHz" bit as very weird, so I looked up the processor and I found out that the base frequency is at 3.00GHz, while 3.20GHz is the maximum, achievable through Turbo Boost. So here's my question:

Is it possible in any way that someone decided it'd be a great idea to overclock the thing all the way up to 3.33GHz? Is this even doable with this processor? Or is it just a typo by the guy that made that inventory because he had the "3330" part in mind or something?

Full specs: http://ark.intel.com/products/65509/Intel-Core-i5-3330-Processor-6M-Cache-up-to-3_20-GHz

Thanks in advance!
    

Re: Platforms

 September 30, 2016, 04:37:56 pm View in topic context
 Posted by ESFAndy011  in Platforms (Started by XoninX September 30, 2016, 04:25:14 am
 Board: M.U.G.E.N Development Help

Here's a way I can think of (for the landing on the platform):

In statedef -2:

Code:
[State -2, Land on platform]
type = ChangeState
trigger1 = statetype = A
trigger1 = pos y >= helper(8000), pos y  && vel y > 0 ;Basically the same logic you would use with natural ground landing, just look at "helper(8000), pos y" as if it was 0.
value = 53

Next, go to statedef 53 and do this (in case you haven't):

Code:
[State 53, Stepping on platform]
type = PosSet
trigger1 = pos y > helper(8000),pos y && pos y < 0 ;Again, treating the platform's position as you would the ground's position, only this time you're making sure your character isn't a few pixels below it.
y = helper(8000), pos y

That should help in getting you started. As for the sinking through them with down,down+start, make a state for that and add stateno != sinkingthroughstate in your "Land on platform" sctrl. Otherwise, they're just gonna change to State 53.

Hope I'm not being too convoluted, if there's something you didn't understand let me know.
    

Re: Detecting lack of player input

 September 28, 2016, 04:57:50 pm View in topic context
 Posted by ESFAndy011  in Detecting lack of player input (Started by masterkakashi September 28, 2016, 07:16:34 am
 Board: M.U.G.E.N Development Help

What are these wrong commands?

Here, try this:

Code:
[State 0, Destroyself];<==========Fail safe for unsuccessful button actions
type = Destroyself
trigger1 = Root,command="WrongCommand1"
trigger2 = Root,command="WrongCommand2"

etc.

If that's not enough, help us out here so we can aid you. What is the helper for, specifically? What should remove it? What should keep it going? Maybe there's another, more practical way around this issue.
    

Re: [GENERAL TOPIC]

 September 26, 2016, 07:28:55 pm View in topic context
 Posted by ESFAndy011  in [GENERAL] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

I just got back from discussing it with the group and it would seem that all that's left now is compatiblity with IKEMEN, to see if there are any rough edges that need to be worked on.
    

Re: Weird "machine gun" sound when playing with certain chars

 September 26, 2016, 06:27:39 pm View in topic context
 Posted by ESFAndy011  in Weird "machine gun" sound when playing with certain chars (Started by goldeneragaming September 21, 2016, 08:00:57 pm
 Board: M.U.G.E.N Development Help

I think we need to list the hints here, just to make the search a bit easier.

Quote
as soon as I try to play with them
This could deffinitely be about statedef -1 or -2 as Odb pointed out, but it could also refer to the intro state(s) (statedef 180).

Quote
weird machine gun like sound that won't go away
Is it perfectly consistent or are there slight irregularities (like one of them being skipped occasionally or playing a bit late)? If it's the first, we're looking for the keyword loop. If it's the latter, you're probably looking for gametime%.

Quote
This sound does not happen in watch mode.
Deffinitely looking for either a variable that points to an ailevel trigger or ailevel itself.

Hope this helps some.

Also, it'd probably be a good idea to point to where you got these characters from, for testing.
    

Re: ailevel

 September 23, 2016, 11:59:18 pm View in topic context
 Posted by ESFAndy011  in ailevel (Started by Fixer September 23, 2016, 11:00:57 pm
 Board: M.U.G.E.N Development Help

Actually, this oughta suffice:

Code:
;AI Activator
[State -1 -- AI ---,=== ACCIONES AI ===]  ;ai start
type = varset
trigger1 = 1
var(55) = ailevel

No ifelse is required. Let me know if it works, though.
    

Re: Wrestlers suing WWE over neurological diseases

 July 20, 2016, 06:27:42 pm View in topic context
 Posted by ESFAndy011  in Wrestlers suing WWE over neurological diseases (Started by Iced July 20, 2016, 12:02:53 pm
 Board: All That's Left

Damn you beat me to it, I was just gonna mention Mick Foley. One would think he would be (one of?) the most prone to suffering these consequences.
    

So my PSU went "pop" last night...

 July 06, 2016, 06:26:39 pm View in topic context
 Posted by ESFAndy011  in So my PSU went "pop" last night... (Started by ESFAndy011 July 06, 2016, 06:26:39 pm
 Board: Off-Topic Help

Yep, burned out. This oughta teach me a lesson to do some physical maintenance on my PC. I'm gonna replace it with another one, but I wanted to ask something: is it possible for a hard drive to cause this? Reason I ask is because I've been having errors on it, where it would try to run AUTOCHK on boot and fail constantly. It's been going on for months now and, like a tool, I decided to ignore its suggestions of rewinding to a restore point. Also, if the HDD is indeed damaged, is data cloning still possible?

     Posted: July 07, 2016, 05:36:07 pm
Never mind, fixed the issue. It was just the PSU, thankfully.
    

Re: Dropping target in my throw?

 May 27, 2016, 07:34:01 pm View in topic context
 Posted by ESFAndy011  in Dropping target in my throw? (Started by JustNoPoint May 27, 2016, 07:28:17 pm
 Board: M.U.G.E.N Development Help

I don't think I get it either, but I'd try moving the targetstate over to 800 when movehit. Also your hit by states have movetype A for some reason.
    

Re: [GENERAL TOPIC]

 May 20, 2016, 02:45:42 am View in topic context
 Posted by ESFAndy011  in [GENERAL] (Started by firelord April 17, 2010, 05:41:33 am
 Board: MK vs. SF - Fight for the Universe

It works fine against airbornes. To prevent awkward looking drawing in, he'll reposition the opponent's chest section to where the tip of the harpoon is, in case the opponent was hit stretching out an arm or something.

As for it not being "fully drawn", we'd have to think of a reliable, bug-free method to make it constantly come out of his hand and that doesn't seem too possible. It's gonna look weird at big distances, but it's fully functional.
    

Re: Who knows how to make wrestling holds?

 May 09, 2016, 12:39:49 am View in topic context
 Posted by ESFAndy011  in Who knows how to make wrestling holds?  (Started by ABstreet765 May 07, 2016, 03:37:59 pm
 Board: M.U.G.E.N Development Help

He could do this:

varset to 0 in statedef -2 if stateno != grappling state.
In grappling state, varadd every time target, command = "x", for example.

Same goes for counting how many times the grappler mashed a button. Make a var, make it count how many times you pressed a command. Then you compare the vars, which one is greater than the other and so on, and off you go. The rest is figuring out custom animations that wouldn't look awkward, but code wise it's perfectly doable.
    

Re: Continuous Roll state bug

 April 19, 2016, 04:52:05 pm View in topic context
 Posted by ESFAndy011  in Continuous Roll state bug (Started by Odb718 April 19, 2016, 12:12:23 am
 Board: M.U.G.E.N Development Help

If at time = 0 of the roll state you are doing "holdback" but your character is doing a roll forward, then he needs to change state to roll back. That way you need to hold the proper direction at time = 0 for it to correct itself, which is something you're already doing to begin with. If you gain power with the rolls, then do poweradd = ifelse(prevstateno = 7710/7711),0,whatever it's set at. This should fix it.

In other words

Code:
[Statedef 7710, rollfwd]
blah
blah
blah
poweradd = ifelse(prevstateno = 7711),0,whatever it's set at ;if it gives you any power, to prevent double power adding in both states

[State 7710,rollfix]
type = ChangeState
trigger1 = vel x > 0 && command = "holdback" && !time
value = 7711

Also, I am so sorry for the repeated editing, I keep fluffing up details for some reason.
    

Re: Changing power cost of super

 April 18, 2016, 05:35:49 am View in topic context
 Posted by ESFAndy011  in Changing power cost of super (Started by xcd222 April 18, 2016, 04:55:56 am
 Board: M.U.G.E.N Development Help

In the .cmd. You probably have a triggerall/trigger1 with "power>=1000" as a condition or lacking a "power" condition altogether. Just change it to "power>=2000".
    

Re: How to get Cinematic super to effect other characters

 April 15, 2016, 05:56:13 pm View in topic context
 Posted by ESFAndy011  in How to get Cinematic super to effect other characters (Started by Dendog90 April 15, 2016, 08:06:58 am
 Board: M.U.G.E.N Development Help

    

Re: How do i make this move function like this?

 April 13, 2016, 04:21:05 pm View in topic context
 Posted by ESFAndy011  in How do i make this move function like this? (Started by 1.8.7 April 13, 2016, 12:44:12 pm
 Board: M.U.G.E.N Development Help

I don't wanna be "that guy", but if you wanted to post something related to your previous thread, you should've made another post in it instead of making an entirely new thread. If everybody did that, it'd become convoluted quick.

Anyway, if you only want to make the shoryuken have limited hits, I might have exaggerated with the whole variables thing. It can be as simple as going to his data (top of the cns) and modifying his air.juggle value. Set it to a maximum of juggle points you want for your character. After you do that, you go to the states of any moves you like and, if it's not present, where you see "physics", "movetype" and such, add juggle = x. Otherwise, modify to the desired value (obviously). Let's say your air.juggle is 15 and your shoryuken's juggle is 5. That means you can juggle up to three times.

Variables aren't particularly needed in this case. I have a semi-convoluted way of explaining myself when it comes to stuff like that, so I just might only end up confusing you lol.
    

Re: Trigger chance

 April 13, 2016, 06:56:19 am View in topic context
 Posted by ESFAndy011  in Trigger chance (Started by xcd222 April 13, 2016, 04:51:31 am
 Board: M.U.G.E.N Development Help

Use random in your trigger. You can input an interval of values anywhere between 0 and 999 (999 being 100%).

Example:

Code:
[State 0, PlaySnd]
type = PlaySnd
trigger1 = random < 500    ;You could also use random = [0,499] or random > 499. This would be 50%
value = s200, 5            ;Grunt sound or whatever at 50% chance of playing

If I want 60%, then it'd be an interval minor than 600 in total. You get the idea.
    

Re: Making the "juggle" as trigger

 April 12, 2016, 07:26:12 pm View in topic context
 Posted by ESFAndy011  in Making the "juggle" as trigger (Started by 1.8.7 April 12, 2016, 06:23:35 pm
 Board: M.U.G.E.N Development Help

There's no way to do it directly. However, you could make a juggle system of your own by using variables and counting with them with every movehit=1 on whichever move(s) through varadd. Then you can add var(x)<y on your hitdef's trigger. That way, whenever a certain amount of these custom juggle points is reached, he'll miss with the shoryuken.

Just remember to set the var to 0 in statedef -2 whenever !numtarget.