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Odb718

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Messages by Odb718

    

How do you get a Helper state control the parent state?

 September 10, 2011, 07:04:48 AM View in topic context
 Posted by Odb718  in How do you get a Helper state control the parent state? (Started by Odb718 September 10, 2011, 07:04:48 AM
 Board: M.U.G.E.N Development Help

Just that. I'm making a projectile I need to rotate and rotate on an axis so I've made a helper. When the Helper hits the enemy I need it to send the parent into another state. I have no clue how to do this. Any help is appreciated.
    

Re: Make Hitdef Trigger1 = hit only one time from two different oppertunities???

 August 28, 2011, 11:42:48 AM View in topic context
 Posted by Odb718  in Make Hitdef Trigger1 = hit only one time from two different oppertunities??? (Started by Odb718 August 28, 2011, 06:59:42 AM
 Board: M.U.G.E.N Development Help

HHhmmm I dont understand how to get that to do what I want. I'm super over-tired right now. Maybe that's why.
But if frames 2 thru 5 hit, that's four hits and the chainId would be set to 100, so hit 6 wont work right?
Say the enemy jumps into frame 4, the id is set to 100 and then 5's chainId is looking for 100, which will work.
Frame 6 will always look for chainId of 200 so how do I get it to be the 3rd hit? For that matter, if I make frame 2 look for chainId = 100 wouldnt it also not hit?

If anyone knows how to make || hit once for the two possibilities that'd be the easiest way for me I think. It'd match what I'm trying to accomplish a lot easier.
    

Re: Make Hitdef Trigger1 = hit only one time from two different oppertunities???

 August 28, 2011, 07:54:03 AM View in topic context
 Posted by Odb718  in Make Hitdef Trigger1 = hit only one time from two different oppertunities??? (Started by Odb718 August 28, 2011, 06:59:42 AM
 Board: M.U.G.E.N Development Help

ok, I have all of that.
I have frames 2,3,4,5, and 6 with collisions.
If 2,3,4,and 5 hit, 6 shouldnt.
 If I miss with 2, 3,4,5, and 6 should hit.
    

Re: Make Hitdef Trigger1 = hit only one time from two different oppertunities???

 August 28, 2011, 07:27:52 AM View in topic context
 Posted by Odb718  in Make Hitdef Trigger1 = hit only one time from two different oppertunities??? (Started by Odb718 August 28, 2011, 06:59:42 AM
 Board: M.U.G.E.N Development Help

I thought about that. But as I mentioned I want the move to hit 4 total times.
So that hitdef is actually after two hits.
I swear I've seen code to only allow an OR to activate one time.  :-\
    

Make Hitdef Trigger1 = hit only one time from two different oppertunities???

 August 28, 2011, 06:59:42 AM View in topic context
 Posted by Odb718  in Make Hitdef Trigger1 = hit only one time from two different oppertunities??? (Started by Odb718 August 28, 2011, 06:59:42 AM
 Board: M.U.G.E.N Development Help

So I want my move to hit multiple times. Say 4 times total, but if the first opportunity misses I'd like the rest of the animation to hit again to make up for it.

I've seen something like
[State 1510, 8]
type=HitDef
trigger1="(AnimElem=3) || (AnimElem=4)"
or
trigger1=[(AnimElem=3) || (AnimElem=4)]
To make the hitdef hit only once. I dont want the particular hitdef hitting on both animelem.

Does anyone know the code I'm talking about??? I cant find any clues in the mugenwiki
    

Re: uh, idea?

 August 28, 2011, 06:49:21 AM View in topic context
 Posted by Odb718  in uh, idea? (Started by Maistral August 28, 2011, 06:05:59 AM
 Board: M.U.G.E.N Development Help

well, just make say 9 on the left and 9 on the right, as the Y value gets higher(decreases) the X value needs to decrease on the left and increase on the right
Make the right side be behind and left side on top

MvC Jin has a tornado move you might be able to use.
    

Re: Combo Hit Callout Issue - Banner triggering

 August 17, 2011, 06:09:37 PM View in topic context
 Posted by Odb718  in Combo Hit Callout Issue - Banner triggering (Started by ArellonX August 17, 2011, 12:24:26 PM
 Board: M.U.G.E.N Development Help

This is the one in my Ibuki I'm editing
Code:
[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(9))
ID = 8701
postype = left
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (8100+ var(9))
ID = 8701
postype = right
pos = -1,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1
I didnt make this code. You'll have to edit it to what you need. All of the words are in animations from 8000+ and 8100+ respectively.
    

Re: good way/idea to code this?

 August 17, 2011, 06:05:03 PM View in topic context
 Posted by Odb718  in good way/idea to code this? (Started by sgn15 August 17, 2011, 06:50:36 AM
 Board: M.U.G.E.N Development Help

hmm, so i need as many custom states as my punches + 1 (for grab) ? isnt that inconvenient (having many custom states) ?
Were you thinking about switching animations? I'd make the custom state for each punch, setting a var +1 every time. This way you could hit X,X,X,X or X,X,A,Y and the 4xX wouldnt be an infinite. On top of that it almost sounds like you were thinking you'd need 4 different custom states for each time X was pressed durring the combo. With the var(x) being set it'd eliminate that.
 Each custom state would have a lock out once var(x) >=4 or how ever many you want. You could even code it to switch states to a release animation once time = 19 or whatever. On top of that if var(x) >=4 and additional button press is activated you could do a final toss.

The first one will be the most work. Get X,X,X,X going good then copy/paste it into a Y and on and on.
    

Re: Proper spark alignment and such.

 August 15, 2011, 06:01:58 AM View in topic context
 Posted by Odb718  in Proper spark alignment and such. (Started by Ichisennen August 14, 2011, 12:31:51 PM
 Board: M.U.G.E.N Development Help

I was trying to do something with hitsparks alignment myself. I have a helper that hits, but I want the hitsparks to be centered on the enemy. So I tried

sparkxy = P2BodyDist X, P2BodyDist Y-51

But I'm getting an error
Warning: expression truncated to integer: Player fireball (42) in state 2902: - 43.000000

The hitspark seems to be in the right spot so I dont know what's wrong.

----
sparkxy = ceil(P2BodyDist X), ceil(P2BodyDist Y-51)
Works.
Thanks for the suggestions GT Yzan. I actually found the ciel() but didnt know about floor().
    

Re: Custom XMvsSF style Ryu edited from GGN's Ryu

 August 01, 2011, 07:08:59 AM View in topic context
 Posted by Odb718  in Ryu718 : Custom XMvsSF from GGN's Ryu (Started by Odb718 July 25, 2011, 04:07:02 AM
 Board: Edits & Addons 1.0+

So real life sucks. First time since I've posted last that I've gotten a chance to work or play anything mugen. I've seemed to have lost about two weeks of work on my Ryu. I should be able to get back to where the release should have been, soon.
    

Re: Custom XMvsSF style Ryu edited from GGN's Ryu

 July 25, 2011, 11:27:15 AM View in topic context
 Posted by Odb718  in Ryu718 : Custom XMvsSF from GGN's Ryu (Started by Odb718 July 25, 2011, 04:07:02 AM
 Board: Edits & Addons 1.0+

aznperson569M, I didnt put the wrong name of the air file, I actually put in the wrong air file in the rar. --; I cant get his hop-over medium to combo once so I'm not sure what's going on . I've gone over the files looking for a reference to 7116 but it doesnt come up with anything. I have no clue what the problem would be there either. The flurry just comes out a lot faster. Which is why I made it a lot shorter. The correct air file seems to take care of the problems with the slam.  I dont know how to stop infinities from happening when my char resets to state 0.

Poison~ I'm not sure how you managed that. I dont see how you could press fwd fwd while holding down so I guess I never bothered to check that lol.

OverHappy Kamekaze, All I can say is GJ on having your opinion. It's a custom Ryu. It's closest to XMvsSF. The 6 buttons, the pop ups, the slam to light kick, push block, Ryu's main infinite from XMvsSF. He's not SFII or SFIII or SFA. I guess he's closer to MvC1 without the helper. He's like MvC1 Ryu that doesnt have to switch personalities, he just uses directionals. I guess I could relabel the topic title to Custom MvC1 style Ryu edited from GGN's Ryu. But from your reply it doesnt seem to matter what game I say he's based off of. I was just trying to give you guys an idea of what to expect. I didnt realize the nomenclature was such a huge deal.

DRO, see if
[Command]
name = "Shinkuuha"
command =  b+z
Works for you. I left it in on accident. Testing using a laptop and arcade stick makes it hard to test things. I cheat by making hard moves button combos. I left that in the commands and messed up packing up the right files.

aznperson569M, Poison~, what collisions are you having problems with? I personally dont like the one or two collision box set up. I dont see any lag or problems with hits from basic attacks or projectiles or helpers because of the extra boxes.

 I just got home from working a double today. I'll fix the upload when I wake up todarrow. That's half the reason I packaged all the wrong crap. I apologize for the confusion. Right now I need about 39 hours of solid sleep!
    

Ryu718 : Custom XMvsSF from GGN's Ryu

 July 25, 2011, 04:07:02 AM View in topic context
 Posted by Odb718  in Ryu718 : Custom XMvsSF from GGN's Ryu (Started by Odb718 July 25, 2011, 04:07:02 AM
 Board: Edits & Addons 1.0+

I've moved this topic. Ryu718 is now Mugen 1.0.

Updated May 16th 2013. November 10th 2014
Lots of updates. Mostly visuals. Well worth a re-download.

This is my Ryu I've been editing for a while now. It's based off of GGN's Ryu. I've tried to get it close to X-Men vs Street Fighter and then I mugenized him. I've created some new moves for Ryu. He can now Dragon Knee, and do an upward fireball similar to Sakura. I plan on doing a few tweaks in the future. Right now my Ibuki is the main focus of my time so I'm releasing an update to my Ryu. 


^^^ This is an older video ^^^

------------
SPECIALS
------------
- Akuma Dive Kick                  = Forward > Downforward > Down  + any Kick
- Downward Air Fireball         = Forward > Downforward > Down  + any Punch
- Fireball                                = Down > Downforward > Forward + any Punch
- Air Fireball                           = Down > Downforward > Forward + any Punch
- Upward Ground Fireball     = Down > Downback > Back + any Punch
- Hurricane Kick                     = Down > Downback > Back + any Kick
- Air Hurricane Kick                = Down > Downback > Back + any Kick
- Dragon Punch                     = Forward > Down > Downforward + any Punch
- Dragon Knee                      = Forward > Down > Downforward + any Kick
- Custom throw                     = light kick + medium punch
- Dash Elbow                        = Forward > Forward + Fierce Punch
- Dash Kick                            = Forward > Forward + Fierce Kick

------------
 EX MOVE
------------
1/5 of Gauge
- Power Hurricane Kick        = Back > Downback > Down > Downforward > Forward + 2 Kicks

------------
SUPER COMBOS
------------
  Level 1
------------
1/3 of Gauge
- Super Hurricane Kick      = Down > Downback > Back + ALL Kicks
- Super Fireball                 = Down > Downforward > Forward + ALL Punches
- Air Super Fireball            = Down > Downforward > Forward + ALL Punches
- Downward Air Fireballs  = Forward > Downforward > Down + ALL Punches

------------
  Level 3
------------
Entire Gauge
- Super Dragon Punch      = Forward > Down > Downforward + ALL Punches
- Raging Demon               = Light Punch > Light Punch > Forward > Light Kick > Fierce Punch
- Focused Flurry               = Light Punch > Light Punch > Forward > Light Kick > Fierce Kick

The Dragon Knee is similar to Sagat's Tiger Knee.

You can download him from here Host-A
Or Right click and Save Link As Current as of Nov. 10th 2014
Any and all feedback is appreciated. So lemme hear it!
    

[SOLVED] Troubles switching to throws when it shouldnt

 July 25, 2011, 12:45:55 AM View in topic context
 Posted by Odb718  in [SOLVED] Troubles switching to throws when it shouldnt (Started by Odb718 July 25, 2011, 12:45:55 AM
 Board: M.U.G.E.N Development Help

So I  found an annoying bug in my Ryu. He's got his air throws that work great. It activates from either medium punch or fierce punch.
I just noticed when jump up below the enemy, crossing the player up, and press either MP or FP it cancels into my fall animation. It actually negates the Y velocity and I start falling.
If it was one punch I wouldnt have any problems, I could just change state and be done with it. I'm not sure how to stop mugen from trying the throw or be able to determine which punch was used.
Any ideas on how I can stop mugen from trying to throw in that particular case?

----
I found some code in Evil Ken that seems to do the job
triggerall = P2BodyDist X = [0,20]
triggerall = P2BodyDist Y = [-35, 10]
    

Re: *SOLVED* teleportation smoke

 July 23, 2011, 07:59:08 AM View in topic context
 Posted by Odb718  in *SOLVED* teleportation smoke (Started by sgn15 July 18, 2011, 06:44:20 AM
 Board: M.U.G.E.N Development Help

photoshop would be able to make any sprite do that effect pretty easily.
Rajaa I agree, it looks like the image is getting stretch wider as it fades out.
    

Re: Is this possible?

 July 23, 2011, 07:53:33 AM View in topic context
 Posted by Odb718  in Is this possible? (Started by Sheng Long July 19, 2011, 04:33:39 AM
 Board: M.U.G.E.N Development Help

Do button presses work when you're in an enemy's custom state?
If they do couldnt you just make kung fu man's default status be an extra cns and send the enemy into it. You'd have to recode/renumber the entire cns. But shouldnt you, in theory, be able to send him from one custom state to another custom state over and over while a var is active? The default moves would be there but specials and ultras wouldnt be likely. It'd be a boat load of work to get the idea  in my head to work.
    

Re: Division by Zero error and how to make a certain trigger act like..

 July 23, 2011, 05:53:34 AM View in topic context

I'd think  / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)))))
would be the problem if it's a divided by 0.
Just set up a check to see if it's 0 or not, if it is, make it something else.
    

Re: Question for the spriters out there...

 July 23, 2011, 05:50:50 AM View in topic context
 Posted by Odb718  in Question for the spriters out there... (Started by Duo Solo July 22, 2011, 08:08:12 AM
 Board: Graphics

like this?
    

Re: Some advice for an ultra move please

 July 17, 2011, 08:37:40 PM View in topic context
 Posted by Odb718  in Some advice for an ultra move please (Started by Odb718 July 16, 2011, 09:45:12 PM
 Board: M.U.G.E.N Development Help

Sorry about the messed up post above. I was leaving work and decided to press post instead of waiting to go home and post.
Thanks for posting. It's extremely obvious now. I was making a custom state for getting hit in the air instead of just allowing mugen to decide what hit reaction to use. I guess that's what happens when I'm over-tired.
    

Re: Some advice for an ultra move please

 July 17, 2011, 09:38:58 AM View in topic context
 Posted by Odb718  in Some advice for an ultra move please (Started by Odb718 July 16, 2011, 09:45:12 PM
 Board: M.U.G.E.N Development Help

Thanks. So my grab move is grabbing them in the air.
Is there a way to find if player 2's in the air so it'll switch to the fireball state?
I'm so tired I cant think straight. I cant seem to get posset working. Am I supposed to use targetbind or
    

Re: Some advice for an ultra move please

 July 17, 2011, 01:59:22 AM View in topic context
 Posted by Odb718  in Some advice for an ultra move please (Started by Odb718 July 16, 2011, 09:45:12 PM
 Board: M.U.G.E.N Development Help

Thanks for the input. I'm trying my hand at making a SFIV type ultra that changes depending on enemy location.
I'm about half way done with the ultra. I have both at 80% done. I decided to make the "close" move one animation instead of splitting up the statedefs.

Right now I'm having trouble making a custom hitstate for the last hit. I want a classic statedef 5000 reaction but with the screenbound so it doesnt raise up as the enemy flies through the air. When I'm sending the enemy into the custom state using the last hitdef they just stand there.  --;