The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Topic started by: Kolossoni on February 11, 2020, 08:06:44 AM

Title: Disabling all input when round over.
Post by: Kolossoni on February 11, 2020, 08:06:44 AM
How would you disable all input (i.e. attacks, movements, taunts etc) when a round is over?
This is to prevent additional moves from happening when the round is already done.

I got the movement part kinda done with assertspecial = nowalk, but the other inputs are still hard to prevent.
Title: Re: Disabling all input when round over.
Post by: Darkflare on February 11, 2020, 08:11:29 AM
You can do it through your lifebar.

Look for over.waittime
Title: Re: Disabling all input when round over.
Post by: Kolossoni on February 11, 2020, 09:56:00 AM
You can do it through your lifebar.

Look for over.waittime

Oh, I never knew that.

But I was more inclined to make it character to character, not so much a full game mechanic thing...
Title: Re: Disabling all input when round over.
Post by: XGargoyle on February 11, 2020, 09:33:40 PM
add roundstate=2 in all his CMD moves
Title: Re: Disabling all input when round over.
Post by: Odb718 on February 12, 2020, 09:43:00 AM
If you're hell bent on making everything stop as soon as the round's over, you could use what XGargoyle mentioned, but force it into a custom state.
In your statedef -1, and in your statedef -2, put a changestate with trigger1 = roundstate=2. Use triggerlall to make sure you're alive.
You'll want the state to have N physics and see if you're standing on the ground. If not, fall to the ground and set the vel and pos to 0s. But you can make it use Anim 0 or what ever you'd like. Just shove it into that state for like 10 tics and you should be gold.

Some characters can keep attacking after P2 dies. It's a little annoying. I think Evil Ken and Evil Ryu do this a lot.
Title: Re: Disabling all input when round over.
Post by: Cyanide on February 13, 2020, 08:48:02 AM
Roundstate 2 is fight phase. If the ai is in the cmd and ctrl is allowed back they'll stop. Older ais coded in statedef -2 need roundstate added because -2 is run even when the round finishes.

Xgargoyles is gonna be reliable. Odbs will work but you'll want roundstate != 2 on the triggers to kill the ai. One good reason to still use a variable. You can turn the ai on and off at will