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invalid action problem(solved)

Started by Lost_Avenger, May 14, 2010, 08:09:02 AM

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Lost_Avenger

The last 4 animations that I have made have resulted in invalid action problems in mugen. I made an aerial version of my tatsumaki which basically used the same animation as my ground tatsu, but without the three start up sprites. Same clsns, same speed, same sprites. And it would not work at all in mugen. I ended up having to use my ground tatsu animation.

So now I tried making a basic kick(fwd+mk). The clsns are fairly sloppy looking, but the attack animation looks fine. The coding is basically the same as my fwd+hk but with an animation change(other than the obvious damage values, pause times, etc values) and it will not work. If I plug any other attack animation in, it works with no problems at all. If I plug that animation into any other attack, that attack gets an invalid action problem.

Here is the cns without adjusted damage values, pausetimes, etc.

CNS:
[Statedef 246]
type = S
movetype = A
physics = S
juggle = 7
poweradd = 45
ctrl = 0
velset = 0, 0
anim = 246

[State 200, playsnd]
type = playsnd
trigger1 = AnimElem = 1
value = S15,0+(random%10)
volume = 255

[State 246, 1]
type = HitDef
trigger1 = animelem = 4
trigger2 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 35, 4
guardflag = MA
pausetime = 10, 15
sparkno = 1
sparkxy = -10,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[state 246, 2]
type = ChangeState
trigger1 = AnimTime= 0
value = 0
ctrl = 1 

And the CMD

CMD:
[State -1, Standing Medium kick + fwd  ]
type = changestate
value = 246
triggerall = (command = "b") && (command = "holdfwd")
trigger1 = (Statetype = S) && ctrl

Just in case I completely overlooked something which is totally possible. But this is two attacks in a row and four animations in a row. Im using fighter factory update 3 I think? Any ideas?

-
http://www.trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!

Cyanide

Yeah, give us the error message verbatim.

See "Invalid action" only occurs if the animation you're referencing does not exist at all.

If you don't have the line

[begin action 246]

in your .air file when you edit in text, you will get that message. If you have that animation, you're referencing the wrong .air file.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Lost_Avenger

#2
Nevermind, I figured it out. For whatever reason, fighter factory was saving my .air file in my back up files. I resaved it by a different name in my main folder and it works now. Thanks for the help Cyanide, you're a huge help.

-
http://www.trinitymugen.net/Hosted/CFJ2/
-
thanks again Vans/Jesuszilla!