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Re: trying to code a hurricane kick

 April 20, 2008, 09:59:31 PM View in topic context
 Posted by BC  in trying to code a hurricane kick (Started by BC April 20, 2008, 04:14:31 PM
 Board: M.U.G.E.N Development Help

thanks for all your help guys it works now

for anyone else wanting to code the move, ive posted the working code above :sugoi:
    

Re: trying to code a hurricane kick

 April 20, 2008, 09:50:07 PM View in topic context
 Posted by BC  in trying to code a hurricane kick (Started by BC April 20, 2008, 04:14:31 PM
 Board: M.U.G.E.N Development Help

ok still getting the problem with the landing, he is landing lower than he should, ive edited the previous code i posted
    

Re: trying to code a hurricane kick

 April 20, 2008, 09:15:18 PM View in topic context
 Posted by BC  in trying to code a hurricane kick (Started by BC April 20, 2008, 04:14:31 PM
 Board: M.U.G.E.N Development Help

[Statedef 1200]
Type = A
MoveType = A
Physics = N
Anim = 1200
VelSet = 0
Ctrl = 0
PowerAdd = 50
Juggle = 8

[State 1200, Speed]
Type = VelSet
Trigger1 = AnimElem = 2
x = 4
y = -4.5

[State 1200, Stop vel y]
Type = VelSet
Trigger1 = AnimElem = 6, = -1
y = 0

[State 1200, FX Snd]
Type = PlaySnd
Trigger1 = AnimElem = 6
Trigger2 = AnimElem = 10
Value = 1, 2
Channel = 3

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem  = 7
trigger3 = animelem = 15
attr = S, NA
damage = 60
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


[State 1200, End]
type = ChangeState
Trigger1 = Time = 33
value = 1201

;- Tatsumaki Zankuukyaku - Part 2 --
[Statedef 1201]
Type = A
MoveType = I
Physics = N
Anim = 1201
Ctrl = 0
PowerAdd = 0

[State 1201, Veladd]
type = Gravity
trigger1 = 1

[State 1201, End]
type = ChangeState
Trigger1 = Pos y >= 0
value = 1202

;-------- Landing -------
[Statedef 1202]
Type = S
MoveType = I
Physics = N
Anim = 1202
Ctrl = 0
PowerAdd = 0
VelSet = 0,0


[State 1202, 9]
type = ChangeState
Trigger1 = !AnimTime
value = 0
Ctrl = 1

this works great, the state no's have been changed to match the animations.
    

Re: trying to code a hurricane kick

 April 20, 2008, 09:07:07 PM View in topic context
 Posted by BC  in trying to code a hurricane kick (Started by BC April 20, 2008, 04:14:31 PM
 Board: M.U.G.E.N Development Help

ok i have a problem he doesnt land on mugen floor he lands alot lower?
    

Mugen online play in forum?

 April 20, 2008, 07:48:44 PM View in topic context
 Posted by BC  in Mugen online play in forum? (Started by BC April 20, 2008, 07:48:44 PM
 Board: M.U.G.E.N Discussion

i was looking at a few youtube vids, now i realise there is infinitycat and shugendo but i see that some people are saying you can play mugen online tournaments when you sign up to their forum,

1 is this possible?
2 will mugen EVER go online?  i realise there will be difficulty because not everyone will have all the same characters, but there could be a mugen online game thats made with characters already on there and you can only use them for an online batlle and not add any, but have like 100+ chars.

3 if both of the above answers are yea, then will this forum host a tournament? :D
    

Re: making a combo that activtes after the first hit hits

 April 20, 2008, 05:17:46 PM View in topic context
 Posted by BC  in  making a combo that activtes after the first hit hits  (Started by Aadmi April 20, 2008, 04:41:47 PM
 Board: M.U.G.E.N Development Help

[statedef 9550]
type = S
movetype = A
physics = S
velset = 0
sprpriority = 2
ctrl = 0
anim = 9550

[State 9550, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 9550, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 9551
ctrl = 0

[State 9550, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[StateDef 9551]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9551
poweradd = 20
sprpriority = 2

[State 9551, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger35 = AnimElem  = 21
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


[State 9551, Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal ;player
name = "slash"
ID = 095500
stateno = 9552
pos = 100,-10
postype = p1   ;p2,front,back,left,right
facing = 0
keyctrl = 0
ownpal = 1
supermove = 99999
pausemove = 99999

[State 9551, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 9552]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9552
poweradd = 20
sprpriority = 2

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
attr = S, NA
damage = 10
animtype = Medium
guardflag = HMLA
hitflag = HMAFDP
priority = 3, Hit
pausetime = 5, 10
sparkno = S8835
sparkxy = -10, -50
hitsound = S2,12
guardsound = S40,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 50
animtype = Heavy
guardflag = HMLA
hitflag = HMLAFDP
priority = 3, Hit
pausetime = 10, 10
sparkno = S9992
sparkno = S9993
sparkxy = -10, -50
hitsound = S9000,2
guardsound = S6000,11
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -20, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = --20,-3
air.hittime = 12
fall = 1


[State 9552, BindToTarget]
type = BindToTarget
trigger1 = movecontact
time = 300
ID = 095500
pos = 10,-50



[State 9552, DestroySelf]
type = DestroySelf
trigger1 = time = 30 


try copying that
    

Re: making a combo that activtes after the first hit hits

 April 20, 2008, 04:51:57 PM View in topic context
 Posted by BC  in  making a combo that activtes after the first hit hits  (Started by Aadmi April 20, 2008, 04:41:47 PM
 Board: M.U.G.E.N Development Help

make sure when you set up the command, the changestate in -1 statedef is 9550 and not 9551
    

Re: making a combo that activtes after the first hit hits

 April 20, 2008, 04:50:15 PM View in topic context
 Posted by BC  in  making a combo that activtes after the first hit hits  (Started by Aadmi April 20, 2008, 04:41:47 PM
 Board: M.U.G.E.N Development Help

ive edited the first section for you and left comments.

[statedef 9550]
type = S
movetype = A
physics = S
velset = 0,0
sprpriority = 2
ctrl = 0
anim = 9550

[State 9550, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 9550, NotHitBy]
type = NotHitBy
trigger1 = Anim = 9550
value = SCA,NA,SA,HA,NP,SP,HP
time = 20
ignorehitpause = 1

[State 9550, ChangeState]
type = ChangeState
trigger1 = movecontact   ;this says change to state 9551 if move makes contact only.
value = 9551
ctrl = 0

[State 9550, ChangeState]
type = ChangeState
trigger1 = animtime = 0 ;end the state of 9550 when state 9550 anim time reaches 0
value = 0 ;go back to stance
ctrl = 1 ;regain control
    

trying to code a hurricane kick

 April 20, 2008, 04:14:31 PM View in topic context
 Posted by BC  in trying to code a hurricane kick (Started by BC April 20, 2008, 04:14:31 PM
 Board: M.U.G.E.N Development Help

im using a SVC version ok gouki and i want to code a tatsumaki (hurricane kick) the animations are 1200 the start and hit part of it.....1201 the finishing part and 1202 the land part... i have absolutely no idea how to code one, my attempts ended up landing in mid air and the velcoities were all wrong.

seeing as ive given the animations can someone please help. dont worry about the hitdef i can do that, and any changestate im ok with that but not sure on the triggers like Y vel = 0 or something. can some one give me a basic  template please.
    

Re: WTF???? (SOLVED)

 April 18, 2008, 09:48:00 PM View in topic context
 Posted by BC  in WTF???? (Started by BC April 18, 2008, 09:23:41 PM
 Board: M.U.G.E.N Development Help

problem solved, i forgot to add triggerall = statetype = S becuase i wanted to only do it standing.
    

Re: WTF????

 April 18, 2008, 09:39:26 PM View in topic context
 Posted by BC  in WTF???? (Started by BC April 18, 2008, 09:23:41 PM
 Board: M.U.G.E.N Development Help

yes but i dont want him to do the move in the air thats why i put statetype !=A
i only want him to do it when standing?
    

WTF????

 April 18, 2008, 09:23:41 PM View in topic context
 Posted by BC  in WTF???? (Started by BC April 18, 2008, 09:23:41 PM
 Board: M.U.G.E.N Development Help

ok im confused now..... my character  is using his light punch in the air and the result is him walking on thin air till he jumps or gets knocked down.... here is my code

[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = Var(7) = 1
triggerall = p2statetype ! = A
triggerall = StateType ! = A
trigger1 = ctrl
trigger1 =  random < 200


for the light punch without AI i added

; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = Var(7) !=1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl

i dont see what ive done wrong?
    

Re: W.I.P New Origanal Character...Raphael

 April 18, 2008, 04:11:53 PM View in topic context
 Posted by BC  in W.I.P New Origanal Character...Raphael (Started by Matachi2 April 18, 2008, 01:40:38 PM
 Board: Projects

oh and p.s his nose is facing a different way to his portrait, and he isnt wearing the same armour he is in the portrait either  ;P
    

Re: W.I.P New Origanal Character...Raphael

 April 18, 2008, 04:07:09 PM View in topic context
 Posted by BC  in W.I.P New Origanal Character...Raphael (Started by Matachi2 April 18, 2008, 01:40:38 PM
 Board: Projects

not saying im the worlds greatest spriter, but the sprite image looks very flat doesnt seem to have any form to it
however you can draw alot better than me  ::)

but i guess really its not all down to how the sprites look more like how the sprites move and what the character fights like.
if he is easy to use and a combo system is a must nowadays  :sugoi:
    

Re: Psyke's W.I.P thread.

 April 18, 2008, 04:02:53 PM View in topic context
 Posted by BC  in Psyke's W.I.P thread. (Started by psyke March 23, 2008, 03:06:22 AM
 Board: Projects

hows psyke doing? any Wip vids yet?
    

Re: A little help please?

 April 18, 2008, 01:13:49 PM View in topic context
 Posted by BC  in A little help please? (Started by BC April 18, 2008, 11:09:39 AM
 Board: M.U.G.E.N Development Help

ah ok i see, so by doing that will it make a success ful 4 hit combo?
    

A little help please?

 April 18, 2008, 11:09:39 AM View in topic context
 Posted by BC  in A little help please? (Started by BC April 18, 2008, 11:09:39 AM
 Board: M.U.G.E.N Development Help

Hey just a little help needed please, im coding the AI for my character and im aware of how to do that, i just need a little help coding a certain combo that i want the AI to do

basically i have these states i want to link:  200 into 210 into 230 into 1000
and thats light punch into medium into light kick into hadouken but how would i exactly get the AI to do that would it be something like:

[state -1, AI combo]
type = changestate
value = 210
triggerall = Var(7) - 1
triggerall = statetype !=A
triggerall = statetype = S
triggerall = stateno != 4000
trigger1 = ctrl
trigger1 = random < = 60
trigger2 = stateno = 200 || stateno = 230 || stateno = 1000
trigger2 = movecontact


would this method work? if anyone could help id very much appreiate it as im trying to set up combos with AI.
    

Re: NEW Ryu Hoshi Sf3 style.

 April 18, 2008, 10:31:35 AM View in topic context
 Posted by BC  in NEW Ryu Hoshi Sf3 style. (Started by BC April 14, 2008, 05:34:19 PM
 Board: Projects

Well the palette has changed since then but he still has red eyes because in my version he isnt totally all good he has evil in him, hence the intro with akuma behind him(its a chrome akuma thats in side him)
    

Re: Sue

 April 18, 2008, 10:29:32 AM View in topic context
 Posted by BC  in Sue - Preview video (Started by Princess Chubba Wubba April 16, 2008, 12:24:58 AM
 Board: Projects

shes coming along rather nicely now isnt she :)
hey nice knife attack  :sugoi:

some cool blood effects will make that even sweeter  >:D

i have some blood sprites if ya need em ;P
    

Re: Sue

 April 17, 2008, 06:00:59 PM View in topic context
 Posted by BC  in Sue - Preview video (Started by Princess Chubba Wubba April 16, 2008, 12:24:58 AM
 Board: Projects

 :o coughs*   arent you gonna tell them who helped you code the after image and back dash teleport :P