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Messages by 2OS

    

Re: Super Buu Z2 [Project]

 February 27, 2017, 01:45:38 am View in topic context
 Posted by 2OS  in Super Buu Z2 [Project] (Started by Barker February 06, 2015, 02:22:19 am
 Board: Official Z2 Char Dev




    

Re: Super Buu Z2 [Project]

 February 26, 2017, 08:07:49 pm View in topic context
 Posted by 2OS  in Super Buu Z2 [Project] (Started by Barker February 06, 2015, 02:22:19 am
 Board: Official Z2 Char Dev

i see it too lol
    

Re: Super-Pause issues

 February 26, 2017, 07:47:30 pm View in topic context
 Posted by 2OS  in Super-Pause issues (Started by Ray_RM February 19, 2017, 08:49:15 pm
 Board: M.U.G.E.N Development Help

if i'm remembering this right the "supermove" line is obsolete. don't ever use it.

put a pause in the root and have a helper with pausemovetime cancel it when command=c.


[Statedef -2]

[State ]
type=pause
trigger1=stateno=6000&&time=1
time=2147483647
movetime=0

[State ]
type=helper
trigger1=!numhelper(6000)
id=6000
stateno=6010
pausemovetime=2147483647
supermovetime=2147483647

[Statedef 6010]

[State ]
type=pause
trigger1=ishelper(6000)
trigger1=root,command="c"
time=0
movetime=0

[State ]
type=destroyself
trigger1=ishelper(6000)
trigger1=root,command="c"
    

Re: Divine Requests

 February 26, 2017, 03:09:05 am View in topic context
 Posted by 2OS  in Divine Requests (Started by DW May 26, 2012, 02:47:39 am
 Board: Requests

cool someone demonstrated

interesting site btw
    

Re: Divine Requests

 February 26, 2017, 02:51:26 am View in topic context
 Posted by 2OS  in Divine Requests (Started by DW May 26, 2012, 02:47:39 am
 Board: Requests

Yeah, it's at 2:58... But I can't rip stuff from YT anymore cuz my com is trash. Also, I be damned if I gotta cut it out from a 3 min showcase. Oh well. Thanks anyway. I appreciate it.

i'm guessing you don't know what wave out mix is.

right click on your volume and go to recording devices. on that screen right click again and click on "show disabled devices". something titled "wave out mix" / "stereo mix" / "mono mix" should appear. enable whichever one.

with freeware like audacity you can use it to digitally record any sound your computer makes. be sure to turn your volume up to a decent level first.
    

Re: PauseBg or Moving During Pause

 February 20, 2017, 06:47:01 am View in topic context
 Posted by 2OS  in PauseBg or Moving During Pause (Started by Shiruzato February 14, 2017, 05:43:38 pm
 Board: M.U.G.E.N Development Help

it's possible but the way to do it is so unconventional and problematic that i unfortunately have to say you should dismiss the idea.


there's a way to set pausemovetime and supermovetime to the root. one problem here is it wears off as soon as you're hit and you'd have to apply it to every character.

another obvious problem is you probably don't want this to happen during actual superpauses.

finally you'd need to set the actual parameters to all explods and helpers for both characters.
    

Re: Hardcoded Things in MUGEN

 February 18, 2017, 06:22:58 am View in topic context
 Posted by 2OS  in Hardcoded Things in MUGEN (Started by JustNoPoint February 15, 2017, 05:04:42 pm
 Board: MUGEN Class

-Guard states are hardcoded. You cannot get guardsparks and other guard specific info from any other way.

for the record those states are 120-155.

Player-type Triggers: During win poses, MUGEN does not recognize a "Player 2" / "Player 3" / "Player 4" / etc.
Meaning, triggers such as "P2Dist", "P4Life", etc will fail and result in a debug error "Nonexistent player".
However, trigger redirections such as "enemy," "enemynear," "PlayerID," - and even "target," still function correctly in Roundstate 4.

"nonexistence" is state 5150. it is not roundstate=4/life=0/alive=0/etc. you can put helpertype=player in that state and it will function exactly like helpertype=normal (no auto turning).
    

Re: Keep only 1 helper alive during hit

 February 15, 2017, 05:37:17 am View in topic context
 Posted by 2OS  in Keep only 1 helper alive during hit (Started by JustNoPoint February 14, 2017, 05:32:31 am
 Board: M.U.G.E.N Development Help

This goes in the actual fireball state?

yes

What is the bolded part for? Provided this goes in the actual fireball attack state then when the var is triggered the fireballs automatically go to their destroyed anim/state

now that i look at it it's redundant because the vars trigger is also movehit=1

This is for the destroyed anim state? The one that destroys the helper after the anim plays

yes

This is for the destroyed anim state? The one that destroys the helper after theplayer is no longer hit?

yes

What is this block for?

to prevent other fireballs from entering this state. you only want and need to preserve one.
    

Re: Keep only 1 helper alive during hit

 February 14, 2017, 06:44:31 am View in topic context
 Posted by 2OS  in Keep only 1 helper alive during hit (Started by JustNoPoint February 14, 2017, 05:32:31 am
 Board: M.U.G.E.N Development Help

the counter resets after all targets drop. not each helper/player. your initial logic (first post) is correct.


p2movetype!=h and !numtarget is essentially the same thing here.


use a parentvarset and 2 different states.

[Statedef 1000]

[State ]
type=parentvarset
trigger1=ishelper(1000)
trigger1=!parent,var(1)
trigger1=movehit=1
var(1)=1

[State ]
type=selfstate
trigger1=ishelper(1000)
trigger1=movehit=1||parent,var(1)=1
value=1001+(parent,var(1)=1)

[Statedef 1001]

[State ]
type=destroyself
trigger1=ishelper
trigger1=!animtime

[Statedef 1002]

[State ]
type=parentvarset
trigger1=ishelper(1000)
trigger1=1
var(1)=2

[State ]
type=destroyself
trigger1=ishelper
trigger1=!numtarget

this should theoretically only fail if more than one of them hit at the exact same time.
    

Re: Having the special effect pause along with pausetime on hit help & Explod help

 February 07, 2017, 06:58:30 am View in topic context
 Posted by 2OS  in Having the special effect pause along with pausetime on hit help & Explod help (Started by krudelu February 05, 2017, 08:35:55 am
 Board: M.U.G.E.N Development Help

add triggerall=ishelper to bindtoroot, destroyself, and the changeanims

obviously it's unintended but if your characters root enters that state you will see debug "no root for bindtoroot" / "destroyself called for non helper" / "has no root"

any time you redirect to anything you need a trigger that verifies that what you're redirecting to exists


now on to your actual problem; maybe try syncing to the roots animelemno

[State ]
type=changeanim
trigger1=ishelper
value=10030
elem=root,animelemno(0)

of course if the effect doesn't have as many frames as the root does you can add or subtract to the elem value

like if the root has 8 frames but the effect has 4 do (root,animelemno(0))-4


edit: or to simplify your own code

[State ]
type=changeanim
triggerall=ishelper
trigger1=root,anim=610
trigger1=(root,time=[10,14])
value=10030
elem=1+time%5
    

Re: What really bothers you that you (seemingly) can't recreate?

 February 05, 2017, 09:41:56 pm View in topic context
 Posted by 2OS  in What really bothers you that you (seemingly) can't recreate? (Started by Jesuszilla January 25, 2017, 10:31:53 pm
 Board: M.U.G.E.N Discussion

this isn't a big deal but not being able to ifelse strings is dumb.

eg:

postype=ifelse(time=0,p1,p2)
    

Re: SuperPause (SCTRL)

 February 05, 2017, 09:34:35 pm View in topic context
 Posted by 2OS  in SuperPause (SCTRL) (Started by JustNoPoint October 31, 2015, 02:13:12 pm
 Board: MUGEN Class

Notes:
Executing a Pause controller during the pausetime of another will cancel out the effect of the previous Pause controller. Executing a Pause during a superpause will delay the effects of the pause until after the superpause has ended.

to clarify it only cancels time. it does not cancel movetime. this also applies to pause and makes this possible.
    

Re: Pause (SCTRL)

 February 05, 2017, 09:34:29 pm View in topic context
 Posted by 2OS  in Pause (SCTRL) (Started by JustNoPoint October 30, 2015, 03:45:21 pm
 Board: MUGEN Class

Notes:
Executing a Pause controller during the pausetime of another will cancel out the effect of the previous Pause controller. Executing a Pause during a superpause will delay the effects of the pause until after the superpause has ended.

to clarify it only cancels time. it does not cancel movetime. this also applies to superpause and makes this possible.
    

Re: Indexing Effects help

 February 03, 2017, 07:28:31 am View in topic context
 Posted by 2OS  in Indexing Effects help (Started by krudelu February 02, 2017, 06:41:53 pm
 Board: M.U.G.E.N Development Help

yes it's normal for gradient effects to have messy looking black edges; you won't see those in game when you apply transparency.

the ideal way to index effects is to apply a partial or full grayscale to a colored effect. if you apply a grayscale to a black and white effect it will end up with a total of roughly 32 colors; you don't want that.

    

Trigger and Controller alternatives

 January 28, 2017, 09:48:22 pm View in topic context
 Posted by 2OS  in Trigger and Controller alternatives (Started by 2OS January 28, 2017, 09:48:22 pm
 Board: MUGEN Class

[State VarRandom]
type=null
trigger1=var(0):=random

[State ParentVarRandom]
type=parentvarset
trigger1=ishelper
var(0)=random

[State VarRangeSet]
type=null
trigger1=var(time%60):=1

[State ParentVarRangeSet]
type=parentvarset
trigger1=ishelper
var(time%60)=1

[State P2Dist X]
type=null
trigger1=numenemy
trigger1=var(0):=(ceil(enemynear(ifelse(enemynear(0),stateno!=5150,0,enemynear,teammode=simul)),pos x-pos x)*facing))

[State P2Dist Y]
type=null
trigger1=numenemy
trigger1=var(0):=(ceil(enemynear(ifelse(enemynear(0),stateno!=5150,0,enemynear,teammode=simul)),pos y-pos y)))

[State ParentDist X]
type=null
trigger1=ishelper
trigger1=var(0):=ceil(parent,pos x-pos x)*facing

[State ParentDist Y]
type=null
trigger1=ishelper
trigger1=var(0):=ceil(parent,pos y-pos y)

[State RootDist X]
type=null
trigger1=ishelper
trigger1=var(0):=ceil(root,pos x-pos x)*facing

[State RootDist Y]
type=null
trigger1=ishelper
trigger1=var(0):=ceil(root,pos y-pos y)

[State HelperDist X]
type=null
trigger1=numhelper
trigger1=var(0):=ceil(helper,pos x-pos x)*facing

[State HelperDist Y]
type=null
trigger1=numhelper
trigger1=var(0):=ceil(helper,pos y-pos y)

[State PartnerDist X]
type=null
trigger1=numpartner
trigger1=var(0):=ceil(partner,pos x-pos x)*facing

[State PartnerDist Y]
type=null
trigger1=numpartner
trigger1=var(0):=ceil(partner,pos y-pos y)


note: random ranges from 0-1000. multiply to increase or divide to decrease.

obvious note: varrangeset isn't a precise alternative but a scripted one that acts similarly enough.

these alternatives are for the sake of learning and more so for the sake of flexibility as many of these triggers don't actually exist.
    

Re: What really bothers you that you (seemingly) can't recreate?

 January 27, 2017, 09:35:22 am View in topic context
 Posted by 2OS  in What really bothers you that you (seemingly) can't recreate? (Started by Jesuszilla January 25, 2017, 10:31:53 pm
 Board: M.U.G.E.N Discussion

it's the F1 killer

Additionally, there is a glitch in the Reversaldef controller which causes Player1 to retain Player2's target information even after Player2 returns to an Idle state. This allows Player1 to use target-based state controllers such as TargetState and TargetLifeAdd, as well as the Target redirection trigger, when they would normally not be allowed to. Through specific coding, it is possible to utilize this glitch to replicate a "damage-over-time" effect such as Poison. Please see these threads for more info.

there is another glitch where if this is done with helpers and the helpers destroyself, any helper that spawns from that point onwards is automatically a target. this plus ""rootchangestate"" through projectile is how the character F1 is killed.

pretty much target,id with it is enemy,helper,id.

though it's not exactly that cut and dry because it'll also target your own helpers and your partners helpers in simul.
    

Re: What really bothers you that you (seemingly) can't recreate?

 January 27, 2017, 09:18:38 am View in topic context
 Posted by 2OS  in What really bothers you that you (seemingly) can't recreate? (Started by Jesuszilla January 25, 2017, 10:31:53 pm
 Board: M.U.G.E.N Discussion

MUGEN always picks the last color in the palette as the transparency color (or first if you're one of those PSP plebs). Quit being stupid, people.

what

transparency appearing first is normal. only photoshop and game making tools (fighter factory) treat it as last and that's weird.


anyway

recursive redirecting isn't a thing which is dumb. would be nice to redirect to enemy helpers (it's currently possible through a stupid glitch that i'd never advise anyone to use).
    

Re: What creations have inspired you the most?

 January 15, 2017, 11:34:18 am View in topic context
 Posted by 2OS  in What creations have inspired you the most? (Started by Niitris December 23, 2016, 02:35:48 am
 Board: M.U.G.E.N Discussion

608: inspires me to be creative and multi capable (code/effects/sprite edits/etc) (God Mizuchi v2/Mizuchi Type M)

pkrs: inspires me to be creative and original (Angle Draw Sphere)

Reu: inspires me to be original (Dragon Claw)

Warusaki3: inspires me to make small portraits (and +1 about Jill being ridiculously well made/thinking console or region exclusive)

JUN: sprite edits (Ogre Akuma)
    

Re: SvK/Infinite Style Dragon Claw

 January 12, 2017, 06:17:37 pm View in topic context
 Posted by 2OS  in SvK/Infinite Style Dragon Claw (Started by Kireishito January 04, 2017, 03:48:18 pm
 Board: Projects

i think it's obnoxious that you're converting something original to this stupendously fucking overrated style but i nonetheless applaud your effort.
Stupendously overrated? Sorry, no offense, just wondering why you say that. Don't get that wrong please.
In my opinion Infinite's SvK style is great and fun to play, though it's nothing special.
I just like the idea of 6-button MvC style with CvS elements like Parry, Dodge Roll and Power Charge.

i say that because it's a pots-esque style.

i have nothing against any style from a fundamental perspective but i do find it very obnoxious that so many people choose cvs/pots/etc as their inspiring influence to edit something into especially if it's an original character.


again on the other hand it is an effort which i'll never object to.
    

Re: MakeDust (SCTRL) Deprecated

 January 12, 2017, 05:23:41 am View in topic context
 Posted by 2OS  in MakeDust (SCTRL) Deprecated (Started by JustNoPoint October 29, 2015, 11:54:20 pm
 Board: MUGEN Class

i can't understand why they're deprecating useful things like this and player helpers but not deprecating (per se) extremely dumb shit like .CMD.

what fucking ever elecbyte.