dont know how to do this *SOLVED*

Started by sgn15, November 30, 2010, 01:46:39 PM

Previous topic - Next topic

sgn15

400             - call helpers
401             - multiple helpers walking to the screen
402             - helpers' stance
403 to 409  - helpers' different attacks

just think of the helpers as same soldiers so they have same walking animations and stance animations but they have different attacks using different guns, knifes, etc

heres what i have done so far

Spoiler (click to show)
Quote
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 7

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
postype = p1
pos = -100,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------------------------------------------------------------------
[Statedef 401]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 401

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 221, sprpriority]
type = sprpriority
trigger1 = 1
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = pos x = -50
value = 402
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-------------------------------------------------------------------------------
[Statedef 402]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 402
sprpriority = -2

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 403
ctrl = 0

;-------------------------------------------------------------------------------
[Statedef 403]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 403
sprpriority = -2

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

problem: i dont know how to trigger the multiple changestates from 402 to 403, 404, 405, 406, up to 409

and if i need to use varset and/or varadd, please explain to me because i didnt fully understand how to use them from reading the docs in mugen

Riptide

one, you should think about using change animation when you are not changing to an attack.
two, why are you using the position to trigger the attack state. it might be better to use change state with a P2BodyDist or P2Dist trigger.

use a vel set to move your walking animation closer to P2 but I wouldn't use pos as the trigger.

sgn15

thanks for replying

Quote from: Riptide on November 30, 2010, 02:29:45 PM
one, you should think about using change animation when you are not changing to an attack.
i tried it but then when it changed to stance animation it is still moving (because of velset)

Quote from: Riptide on November 30, 2010, 02:29:45 PM
two, why are you using the position to trigger the attack state. it might be better to use change state with a P2BodyDist or P2Dist trigger.

like this?

inside state 401

[State 0, ChangeState]
type = ChangeState
trigger1 = p2dist x = 50
value = 402
ctrl = 0

Quote from: Riptide on November 30, 2010, 02:29:45 PM
use a vel set to move your walking animation closer to P2 but I wouldn't use pos as the trigger.

i used animelem = 1 as trigger. is it inappropriate?

how can i do these things for multiple helpers?

sgn15

#3
for example, if i call 5 helpers (state 401) in state 400, my problem is to change from 5 walking states (401) to 5 multiple stance animations (402)

changing from stance (402) to 5 different attack states (403 to 409) can be done like this. is it correct?

[State 0, ChangeState]
type = ChangeState
trigger1 = p2dist x = 50
value = 403
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = p2dist x = 80
value = 404
ctrl = 0

Riptide

Okay, so you animation is walking then standing or standing then walking?

If it's the first one. make the helpers animation the standing animation. Use a time trigger to change the animation and not the state to the walking animation. At this point set the X vel so he moves forward.

Then change the walking animation to attacking animation when it gets to a desired distance with p2dist and set the vel back to 0.
And those helpers need to have different stateno's

---------

if it's walking then standing, set the vel back to 0 when he reaches the desired distance and change the animation to standing. then change the state to attacking with a time trigger.



Do all this in the helpers def. try it with just one helper first.




sgn15

#5
thanks
this is how i did it. i tried it for one helper only. i think it works now (for one helper)

Spoiler (click to show)
Quote[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 7

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
postype = p1
pos = -100,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
;-----walking-------------------------------------------------------------------
[Statedef 401]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 2,0
anim = 401

[State 221, sprpriority]
type = sprpriority
trigger1 = 1
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = p2dist x = 50
value = 402
ctrl = 0


[State 0, VelSet]
type = VelSet
trigger1 = p2dist x = 50
x = 0
y = 0

;-------------------------------------------------------------------------------
;-------stance------------------------------------------------------------------
[Statedef 402]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 402
sprpriority = -2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 403
ctrl = 0

;-------------------------------------------------------------------------------
[Statedef 403]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 403
sprpriority = -2

;going to put attack here later

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

now my problem is how to change into multiple different attack states.

so for example:
if i plan to call 5 helpers (all state 401 but in different positions) then change all 5 into 5 stance states (402) then change all 5 stance to different attack states (403 to 407)

Cyanide

ID all your helpers. Give each one a different ID then you can define which state each one should go to

trigger1 = ishelper(1)
value = 403

trigger1 = ishelper(2)
value = 404

and so on. Set your triggers beyond that however you like, as long as they match the conditions you want you'll be fine.



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.

sgn15

#7
I did it for one helper for now. i saw some problems.

1.
Spoiler (click to show)
image removed

the pink-clothed guy is my char. the big guy in black is the helper. p2 is not on the picture. the laser thingy is his attack. it has this annoying "afterimage effect" i want to remove

this is the sprite for the projectile
Spoiler (click to show)
image removed

the projectile is only one sprite. i tried different x,y for the velocity. how do i fix and remove the "afterimage effect" of the projectile (because in CNS i didnt used any afterimage code)

2. sometimes the helper doesnt stop walking (doesnt change from walking state 401 to stance state 402). the helper just walks from the left side of the screen to the right side of the screen.

Spoiler (click to show)
Quote[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 7

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 1
postype = p1
pos = -50,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8



[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;-------------------------------------------------------------------------------
;-----walking-------------------------------------------------------------------
[Statedef 401]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 2,0
anim = 401

[State 221, sprpriority]
type = sprpriority
trigger1 = 1
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(1) && p2dist x = 80
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1) && p2dist x = 80
x = 0
y = 0


;-------------------------------------------------------------------------------
;-------stance------------------------------------------------------------------
[Statedef 402]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 402
sprpriority = -2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 403
ctrl = 0


;-------------------------------------------------------------------------------
;---1st attack state------------------------------------------------------------
[Statedef 403]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 403
sprpriority = 0


[State 0, Projectile]
type = Projectile
trigger1 = AnimElemtime(4) >= 100
projid = 403
projanim = 6002
projhitanim = 6001
projpriority = 0
projheightbound = -240, 1
projedgebound = 1
projscreenbound = 1
projshadow = 0
offset = 56,-105
velocity = 3,3
attr = S, SP
damage   = 30
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,0
hitsound   = 5,2
sparkxy = 0,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 6000
ID = 6000
pos = 30,-95
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

sgn15

#8
i tried to code the projectile as a helper instead. but it has the same "afterimage effect" because of the velset

edit: i tried coding a simple projectile with velset of 5,0 and theres still that afterimage effect. so its not about the velset anymore. what could the source of that afterimage effect be? im still trying to figure it out

Cyanide

trigger1 = AnimElemtime(4) >= 100

animelemtime(4) = 100; throw projectile
animelemtime(4) = 101; throw projectile
animelemtime(4) = 102; throw projectile
animelemtime(4) = 103; throw projectile
animelemtime(4) = 104; throw projectile
animelemtime(4) = 105; throw projectile
animelemtime(4) = 106; throw projectile

and so on, that'll do it.


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.

sgn15

Quote from: Cyanide on December 02, 2010, 01:00:37 AM
trigger1 = AnimElemtime(4) >= 100

animelemtime(4) = 100; throw projectile
animelemtime(4) = 101; throw projectile
animelemtime(4) = 102; throw projectile
animelemtime(4) = 103; throw projectile
animelemtime(4) = 104; throw projectile
animelemtime(4) = 105; throw projectile
animelemtime(4) = 106; throw projectile

and so on, that'll do it.

it's still the same. i dont know why.
i also tried just adding the same sprite for 4th animelem as 5th sprite and using trigger1 = animelem = 5 and it worked.

now, the other problem is the bug (the helpers just pass through the p2). they dont change to stance state. is it because of the p2dist (or distance of p1 to p2 when p1 calls the helpers?) or i cant call the helpers again twice in a row (i have to use other attacks/states before i can call these helpers again)

Cyanide

Helpers can always pass through opponents unless you apply playerpush

type = playerpush
trigger1 = 1
value = 1

that is not copy paste. And yeah, i'm sure animelem = 5 did because you weren't spawning the projectile over and over. Animelemtime(4) = 0 would have also worked perfectly.


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.

sgn15

i read about playerpush's explanation and i think its not going to solve the problem/bug. so when i call my helper, it works. but when i move around, call again the helper, they just pass through and not do the changestate to state 402 (stance state)

i still dont know what the source of the bug is. but its not about helper being/not being able to pass through the players.

im thinking about whether its the p2dist trigger or something else

sgn15

i have a slight idea now of what is wrong. is there a limit to how many helpers a char can have?

because i have other states that call helpers as well, so is there like a possible overload of helpers in my char?

Cyanide

Helper limit is defined in mugen.cfg. It defaults to 32. If you have that many, you've done something rather silly.


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.

sgn15

ok this is it.
400 - call helpers
401 - helpers' walking forward states
402 - helpers' stance
403-409 and 4010 - helpers' 8 different attack states (all with projectiles coded inside each statedef)
6007 - hit state
6009 - helpers' walking back states (after attacking, the helpers walk back)

i finished it and i found some problems:
- sometimes when i call the helpers, only some of them (mostly either first 4 or last 4 helpers and sometimes no helper at all) only attack, the rest of the helpers just walk past the p2 (didnt go to state 402)

Spoiler (click to show)
Quote[Statedef 400]
type    = C
movetype= A
physics = C
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 7

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 1
postype = p1
pos = -80,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 2
postype = p1
pos = -120,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 3
postype = p1
pos = -160,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 4
postype = p1
pos = -200,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 5
postype = p1
pos = -240,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 6
postype = p1
pos = -280,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 7
postype = p1
pos = -320,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 8
postype = p1
pos = -360,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;-----walking-------------------------------------------------------------------
[Statedef 401]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
velset = 2,0
anim = 401

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 221, sprpriority]
type = sprpriority
trigger1 = 1
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = -100 && ishelper(1)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 =  parentdist x = -100 && ishelper(1)
x = 0
y = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = -70 && ishelper(2)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 =  parentdist x = -70  && ishelper(2)
x = 0
y = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = -40 && ishelper(3)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = parentdist x = -40  && ishelper(3)
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = -10 && ishelper(4)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = parentdist x = -10  && ishelper(4)
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = 20 && ishelper(5)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = parentdist x = 20  && ishelper(5)
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = 50 && ishelper(6)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = parentdist x = 50  && ishelper(6)
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = 80 && ishelper(7)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = parentdist x = 80  && ishelper(7)
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = parentdist x = 110 && ishelper(8)
value = 402
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = parentdist x = 110  && ishelper(8)
x = 0
y = 0

;-------------------------------------------------------------------------------
;-------stance------------------------------------------------------------------
[Statedef 402]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 402
sprpriority = -2

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0
y = 0

[State 0, ChangeState]
type = ChangeState
trigger1 =  ishelper(1) && time = 100
value = 403
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(2) && time = 100
value = 404
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(3) && time = 100
value = 405
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(4) && time = 100
value = 406
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(5) && time = 100
value = 407
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(6) && time = 100
value = 408
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(7) && time = 100
value = 409
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(8) && time = 100
value = 4010
ctrl = 0

;-------------------------------------------------------------------------------
;---1st attack state------------------------------------------------------------
[Statedef 403]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 403
sprpriority = -7

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 403, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6002
projid = 6002
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset =  40,-65
velocity = 10,10
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6000
ID = 6000
pos = 30,-95
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(1) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1) && animtime = 0
x = -2
y = 0


;-------------------------------------------------------------------------------
[Statedef 404]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 404
sprpriority = -6

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 404, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6003
projid = 6003
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 2,1
offset =  90,-70
velocity = 30,0
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6000
ID = 6000
pos = 60,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(2) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(2) && animtime = 0
x = -2
y = 0




;-------------------------------------------------------------------------------
[Statedef 405]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 405
sprpriority = -5

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 405, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6003
projid = 60030
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset =  85,63
velocity = 30,0
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6000
ID = 6000
pos = 65,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(3) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(3) && animtime = 0
x = -2
y = 0

;-------------------------------------------------------------------------------
[Statedef 406]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 406
sprpriority = -4



[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 406, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6006
projid = 6006
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset =  85,-110
velocity = 30,-30
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 6000
ID = 6000
pos = 92,-118
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(4) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(4) && animtime = 0
x = -2
y = 0

;-------------------------------------------------------------------------------
[Statedef 407]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 407
sprpriority = -3

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1



[State 407, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6003
projid = 60031
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset =  128,-42
velocity = 40,0
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6000
ID = 6000
pos = 117,-43
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(5) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(5) && animtime = 0
x = -2
y = 0


;-------------------------------------------------------------------------------
[Statedef 408]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 408
sprpriority = -2



[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 408, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6003
projid = 60032
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset =  38,-47
velocity = 40,0
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 408, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6003
projid = 60033
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset =  63,-47
velocity = 40,0
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6000
ID = 6000
pos = 52,-47
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 6000
ID = 6000
pos = 28,-47
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(6) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(6) && animtime = 0
x = -2
y = 0

;-------------------------------------------------------------------------------
[Statedef 409]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 409
sprpriority = -1



[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 409, 1]
type = Projectile
trigger1 = AnimElem = 10
projanim = 6004
projid = 6004
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset =  -15,-123
velocity = 40,18
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 6000
ID = 6000
pos = -10,-105
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(7) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(7) && animtime = 0
x = -2
y = 0


;-------------------------------------------------------------------------------
[Statedef 4010]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4010
sprpriority = 0

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 4010, 1]
type = Projectile
trigger1 = AnimElem = 10
projanim = 6005
projid = 6005
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projscale = 1,1
offset =  85,-60
velocity = 40,18
attr = S, SP
damage   = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 50,10
hitsound   = 5,0
;sparkno = s6001
sparkxy = 0, 45 ;-5,50
guardsound = 6,0
ground.type = Low
ground.slidetime = 1
ground.hittime  = 20
ground.velocity = -1,0
air.animtype = Back
air.velocity = -1,-4
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 6000
ID = 6000
pos = 67,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 7
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = ishelper(8) && animtime = 0
value = 6009
ctrl = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(8) && animtime = 0
x = -2
y = 0


;---------------------------------------------------------------
;-----walking back----------------------------------------------
[Statedef 6009]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
anim = 6009
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(1)
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(2)
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(3)
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(4)
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(5)
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(6)
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(7)
x = -2
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = ishelper(8)
x = -2
y = 0

[State 6008, 4]
type = Destroyself
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------
; helper hit state
[Statedef 6007]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0
anim = 6007
sprpriority = 2

[State HitOverride]
type = HitOverride
trigger1 = 1
slot = 1
attr = SCA,AA,AP,AT
stateno = 6007
time = 1

[State 233, 4]
type = Destroyself
trigger1 = AnimTime = 0

Cyanide

That's because you're using

parentdist = something

If it doesn't hit that value EXACTLY, nothing will happen. If you were to put a line some distance in front of you and walk, with the EXACT same steps all the way, would you be guaranteed to step on it? Most likely not. Vel is the same in mugen. Unless that spot is precise for the helper, it won't change state. Try <= something instead.


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.

sgn15

Quote from: Cyanide on December 05, 2010, 07:31:06 AM
That's because you're using

parentdist = something

If it doesn't hit that value EXACTLY, nothing will happen. If you were to put a line some distance in front of you and walk, with the EXACT same steps all the way, would you be guaranteed to step on it? Most likely not. Vel is the same in mugen. Unless that spot is precise for the helper, it won't change state. Try <= something instead.

oh. thanks.

probably my last question about this:
i want to use a superpause but let the helpers walk into their positions and until the end of their stance animation while the superpause is happening. where do i use the superpause? in all 3 states (400,401,402) ?

Cyanide

Give the helpers a supermovetime longer than the pause, then set it off in the players state.


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.

sgn15

Quote from: Cyanide on December 05, 2010, 08:06:14 AM
Give the helpers a supermovetime longer than the pause, then set it off in the players state.

like this?

Spoiler (click to show)
Quote[State 400, 2]
type = helper
trigger1 = animelem = 1
helpertype = normal
stateno = 401
ID = 8
postype = p1
pos = -360,0
ownpal = 1
ontop = 1
size.xscale = 1.8
size.yscale = 1.8
supermovetime = 9999999999999
pausemovetime = 9999999999999


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 100
;anim = 241
;sound =
pos = 5,-80
move =
movetime = 100
darken = 1
;p2defmul = 0
;poweradd = 0
unhittable = 1
;supermove = 1
supermovetime = 99999999
pausemovetime = 99999999
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

what do you mean by "set it off on the player's state"?