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Odb718

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Messages by Odb718

    

Re: snapbacks in mugen??

 February 12, 2020, 01:41:11 AM View in topic context
 Posted by Odb718  in snapbacks in mugen?? (Started by kiLabee February 11, 2020, 03:24:52 PM
 Board: M.U.G.E.N Development Help

You'd probably need to do the trick of sending the target info through the hitdef. You use
;envshake.freq =
;envshake.ampl =
;envshake.phase =
to pass the details on. @Altoiddealer: knows what I mean.
    

Re: Bar filling root.var issue

 February 03, 2020, 09:40:22 AM View in topic context
 Posted by Odb718  in Bar filling root.var issue (Started by Plum February 02, 2020, 10:03:17 PM
 Board: M.U.G.E.N Development Help

Looking through that, I only see Var(39) mentioned 1x.
Did you use FF3 and use the search bar for Var(39), and V = 39?

More than likely it's in StateDef -2. But if 39 is it, you should find more than one reference to it.
    

Re: Character glitching after certain move

 February 03, 2020, 09:25:22 AM View in topic context
 Posted by Odb718  in Character glitching after certain move (Started by tizerist January 23, 2020, 01:29:50 PM
 Board: M.U.G.E.N Development Help

So reading this, I feel like a tiny bit of learning how to track stuff down will be helpful.
I think you know about Debug. Ctrl+D. You can read what states and animations are being used in each character. You can cycle to helper too.

Knowing the Anim number you can view it with Fighter factory 3 in the air.
Knowing the State number, I usually search for, say, state 3400 by bringing up the search bar, ctrl+f and typing
3400]
Not having the ] will find ALL of the results for 3400. Almost always, 99.999999999% of the time, the State will end in  ]
You may get more results, you just have the loop button clicked and it'll find all of them.

Once you're at the state Anim = is _usually_ at the top. You can use that to look at in the air also.

P.S. for Step B, I suggest using "name = " trigger. Since that would ensure specific executions.
^^^Is going to be your best bet.

If Ken has no run animation, duplicate his walk animation as anim 100. The walk is usually Anim 20. Reduce the time for each frame and it should look ok.

    

Re: SF3 Evil Ryu

 February 03, 2020, 08:51:51 AM View in topic context
 Posted by Odb718  in SF3 Evil Ryu  (Started by vyn June 18, 2018, 04:30:50 AM
 Board: Projects

I feel like the fireball's rotation speeds up while it's hitting P2. It's probably an optical illusion but it feels a little off.
Are you using a helper or a projectile?
    

Re: Create lifebar using Add004

 February 01, 2020, 01:51:58 AM View in topic context
 Posted by Odb718  in Create lifebar using Add004 (Started by GaziraAgain January 25, 2020, 10:30:44 AM
 Board: M.U.G.E.N Development Help

The fact that it's the same means it's working properly with the original values. So that's good news.

Maybe....
Code:
    trigger1=1|| var(31):=floor(ifelse(teamside=1,(-18*fvar(0)+var(3)*0.5),(18*fvar(0)+var(3)*0.5)-1)) ;;<- LifeBar_Pos_X ;(XÀ•W)
 
It's that last bit of code you want to edit. I'd think to do the total minus the value you need, OR you might have to edit the 0.5.

(18*fvar(0)+var(3)*0.5)-1)
This chunk of code is what you can edit and get it to move around.
I think if you remove the Floor(  ) it will crash. And I think the system is up-scaling everything 4x pixels. Have you tried to find info on the stages?

    

Re: Create lifebar using Add004

 January 31, 2020, 12:53:16 PM View in topic context
 Posted by Odb718  in Create lifebar using Add004 (Started by GaziraAgain January 25, 2020, 10:30:44 AM
 Board: M.U.G.E.N Development Help

I know it's misaligned 1 pixel. You said you've moved it. When you move it, does it move by 2 pixels, or 3 pixels, or more, at one time?

Code:
    trigger1=1|| var(31):=floor(ifelse(teamside=1,(-18*fvar(0)+var(3)*0.5),(18*fvar(0)+var(3)*0.5))) ;;<- LifeBar_Pos_X ;(XÀ•W)
Try this. I think it's to do with the brackets. I think I put 1 too many on accident.
    

Re: Create lifebar using Add004

 January 30, 2020, 12:12:57 PM View in topic context
 Posted by Odb718  in Create lifebar using Add004 (Started by GaziraAgain January 25, 2020, 10:30:44 AM
 Board: M.U.G.E.N Development Help

I've seen a similar problem before with parallax scrolling and stages. You might want to dig around how the fix for the stage is worked out. Your solution may be very similar.
I guess it's because of the scaling.

You may be able to rework the math.
instead of
   trigger1=1|| var(31):=floor(ifelse(teamside=1,-18,18)*fvar(0)+var(3)*0.5) ;;<- LifeBar_Pos_X ;(XÀ•W)
maybe

   trigger1=1|| var(31):=floor(ifelse(teamside=1,(-18*fvar(0)+var(3)*0.5)),(18*fvar(0)+var(3)*0.5))) ;;<- LifeBar_Pos_X ;(XÀ•W)
You'd be able to modify the *0.5 of the side you need to get that half pixel?

Is the life bar jumping 2 pixels? 3 pixels?
    

Re: Create lifebar using Add004

 January 30, 2020, 01:39:51 AM View in topic context
 Posted by Odb718  in Create lifebar using Add004 (Started by GaziraAgain January 25, 2020, 10:30:44 AM
 Board: M.U.G.E.N Development Help

I don't have much time to respond, so I'll try to later, but

   trigger1=1|| var(31):=floor(ifelse(teamside=1,-18,18)*fvar(0)+var(3)*0.5) ;;<- LifeBar_Pos_X ;(XÀ•W)

(teamside=1,-18,18)

The 18 values are the pixels. More than likely.
    

Re: I need help with commands on one single button for tag and assists (Add004)

 January 30, 2020, 01:28:32 AM View in topic context
 Posted by Odb718  in I need help with commands on one single button for tag and assists (Add004) (Started by RaitoADV January 28, 2020, 05:36:17 AM
 Board: M.U.G.E.N Development Help

Also, how can I avoid getting the assist to appear on screen while trying to hold the C button for tagging? Should I put a trigger on the assist state?

This is how I immediately thought to do it.

Get your assist working the way you want it to. Have it trigger with the button you want. Once that's done, you'll change 1 or 2 things.
You can create a blank animation in the Air file, or if you have one, use that anim number as the animation for the state.
Create a ChangeAnim to switch to the value of the Assist move.

If your Assist move uses Time =  as triggers you will need to change those to use AnimElemNo or something similar. If you're not familiar with those, check this out. >> http://mugenguild.com/forum/topics/anim-vs-animelem-vs-animelemno-vs-animelemtime-vs-animtime-169010.0.html

In the ChangeAnim, you will check to see if the button you use IS NOT HELD DOWN, and if the blank animation is active.
Directly under that changeanim, you will want a changestate.

The ChangeState needs to switch to the Tag in state number.
You will want to trigger it if the blank animation is playing, If the amount of tics you want has passed, and if the button you chose IS HELD DOWN.

That should get you going.
You may get hiccups in the Assist move. If you do, make sure it's not using Time =
And
You'll want to make a
triggerall = anim = AssistAnimValue
for all of the things in the state messing up.


----
One mess up that could possibly happen is if you don't have a Trigger2 = Time > tics you want to change to Tag.
Add a fail safe to your changeanim so it HAS to switch to it's animation after so many tics. But it will have to be longer than the time allowed to tag out.
    

Re: Change command of guardstate, disable crouch state?

 January 28, 2020, 09:01:39 PM View in topic context
 Posted by Odb718  in Change command of guardstate, disable crouch state? (Started by andreijas96 January 27, 2020, 04:55:17 PM
 Board: M.U.G.E.N Development Help

So you have a few ways of doing the animation.
You can have your holding down state switch to the animation, and then ends.
You can have your holding down state switch to a state that plays the animation and then ends.
You can have your standing state play your animation and then switch to standing.

Which way sounds best?
    

Re: Trying to make looping sounds using fvars, but operations won't work.

 January 28, 2020, 08:58:03 PM View in topic context
 Posted by Odb718  in Trying to make looping sounds using fvars, but operations won't work. (Started by XxJRushxX January 25, 2020, 08:35:55 PM
 Board: M.U.G.E.N Development Help

if you're using a helper, it'll have it's own variables. So I don't see the need for a float value when you're not doing anything except counting whole numbers.
Move your scale up x10. So each tic you'll increase 2 instead of .2 .  You'd also change
triggerall = fvar(10) < 30.0
to 300. and anywhere else your fvar(10) is at.

If not, You might want to change
 
[State 0, VarSet]
type = VarSet
trigger1 = root,var(3) <= 10
fv = 10
value = 0   ;<<<<this to 0.01
    

Re: TELEPORTATION DODGE

 January 24, 2020, 01:04:16 AM View in topic context
 Posted by Odb718  in TELEPORTATION DODGE (Started by Skyro January 22, 2020, 01:36:58 PM
 Board: M.U.G.E.N Development Help

You should be able to get P2's width and use that to guess the attacking distance.
I use
y = enemynear, Const(size.mid.pos.y)+(enemynear,pos y)+(7*cos(5*pi/60*time))
In Samus to guess where my Metroid should hover.
You should be able to pull the xscale, and the ground.front, and maybe the attack.dist to get an accurate guess. I dont know how good some creators do their attack.dist. Constants are always a guessing game.

I think if you were to get super complex with things, you could attach a helper to P2 that monitors what movetype it's in if you wanted the move to work no matter where P1 is.
    

Re: Gombie AI problem

 January 21, 2020, 03:04:25 PM View in topic context
 Posted by Odb718  in Gombie AI problem (Started by Carmell January 14, 2020, 03:04:42 AM
 Board: M.U.G.E.N Development Help

    

Re: universal damage = getpower toggle possible?

 January 21, 2020, 02:58:56 PM View in topic context
 Posted by Odb718  in universal damage = getpower toggle possible? (Started by Carmell January 21, 2020, 02:30:30 PM
 Board: M.U.G.E.N Development Help

Sounds like super armor except power instead of life.
Look up basic armor stuff, but ignore things for knock back. Just focus on how the life is being affected.
    

Re: How to define the time of opponent's fall?

 January 14, 2020, 09:43:47 PM View in topic context
 Posted by Odb718  in How to define the time of opponent's fall? (Started by Redben January 08, 2020, 02:50:10 AM
 Board: M.U.G.E.N Development Help

    

Re: How to make projectile travel farther horizantally?

 January 14, 2020, 09:41:53 PM View in topic context
 Posted by Odb718  in How to make projectile travel farther horizantally? (Started by Redben January 12, 2020, 07:36:54 AM
 Board: M.U.G.E.N Development Help

If you only care about total distance, no matter what, convert that into time.
At it's current velocity, how many tics is it until you've reached your desired distance??
Use that time >= x to change states.
    

Re: Can someone tell me how to create the stun damage health?

 January 14, 2020, 09:37:56 PM View in topic context
 Posted by Odb718  in Can someone tell me how to create the stun damage health? (Started by Fluttershy555 January 09, 2020, 01:47:15 PM
 Board: M.U.G.E.N Development Help

You know

[State 0, VarAdd]
type = VarAdd
trigger1 = timemod = 6,2
v = 21
value = -2

is subtracting the value right?  So even though you've done 199 damage, that value will decrease over time. If you wait long enough, you'll have to do another 200 damage to P2. If you wait even longer, Var 21 could be in the negatives???

I'm honestly having a hard time tracking what you're doing. Why are you listing Var 5? Why do you need to change the value every tic P2 is hit?
Why are you adding 1 to Var 21 every tic when it's not 0?

Use DisplayToClipboard to watch your variable's values and make sure they're acting the way you want.
    

Re: Terry's power dunk

 January 14, 2020, 09:25:27 PM View in topic context
 Posted by Odb718  in Terry's power dunk (Started by NecusX January 13, 2020, 05:28:54 AM
 Board: M.U.G.E.N Development Help

Your target may be being dropped. Use Debug, ctrl+d, to watch the values change. You'll notice when P2 is in a custom state the values will turn yellow. You can watch what animations they go into also, and look at the states and see if they're changing properly.

Is Terry using TargetBind or does it use PosSet/PosAdd to set where P2 is supposed to be?
There's a slight chance there's no VelSet = 0,0 also. So your hitdef could be making the pop up, and nothing's stopping them from floating.
    

Re: HELP WITH CINEMATIC SUPER MOVES!

 January 14, 2020, 09:19:34 PM View in topic context
 Posted by Odb718  in HELP WITH CINEMATIC SUPER MOVES! (Started by kiLabee January 11, 2020, 10:48:54 PM
 Board: M.U.G.E.N Development Help

Both possibly, but you want to set the position of P2 to the center of the screen, right? Kinda obvious you'd use PosSet in P2's state. Look in Mugen Class for PosSet to get a good feel on how it works.

I'm not sure how your move will work, but you may want to "record" where P2 was hit, Do the Ultra, then set P2 back to that position and switch to your final velocities and animations. That way it looks like P2 didn't move and "spiderman" was focused on P2 on the 1 spot he got hit. But it'll look cool because P2 was dead center of the screen.


You may also want to read up on TargetBind in mugen class. It may end up being more of what you want? There's 2 different ways, but PosSet is probably the way you want.
    

Re: How to make custom com warusaki's style

 January 14, 2020, 09:10:18 PM View in topic context
 Posted by Odb718  in How to make custom com warusaki's style (Started by demongorne January 14, 2020, 08:19:40 PM
 Board: M.U.G.E.N Development Help

If you tell us how your character works, and the differences to warusaki3's characters, we can try to explain how to change your character.