Making the enemy trigger move during a superpause

Started by Cybaster, May 13, 2011, 12:04:58 AM

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Cybaster

Hello everybody,

I will soon start coding a new feature for Goku Z2, Beam Counter/Collision, and am not sure about the "path" to take to code it. Therefore, I'm looking for pointers to avoid going in the wrong direction from the start.

Basically, Goku can perform Chou Kamehameha (charging beam) by doing qcf*2+2P.
He then goes into a long superpause during which he charges and screams "Kamehame ...".
What I want is (for compatible characters only) be able to counter Chou Kmh by performing F+2P during Goku's superpause. The opponent, after performing F+2P, would then trigger his beam move too and go in charge state, and both would release the beam at the same time.

Now, the problem is triggering the counter during the superpause, since the opponent won't be able to enter commands during Goku's superpause.

What I was thinking is :
- When Goku enters the command, detect if the enemy is compatible or not.
- If no, then go into normal superpause.
- If yes, put the opponent into a custom state (fullscreen thing, to ensure all goes well).
- Opponent is frozen (position, motion) in the custom state. If his animation is 0, 100, 101, etc. (all anims where he can have control), then Goku can read his commands.
- If the opponent performs F+2P while in the custom state (and is in an anim where he should have control), then he goes into a selfstate when he starts charging his own beam.

More work would obviously have to be done on the distance to trigger, and to synch the beams, but this is for later. The main point is to trigger the move for now...

So, is my idea feasible or complete shit ? Is there another workaround ?

Cyanide

Actually, you kinda need to code on the opponents side a bit here too.

Detect the opponent is compatible and remove the pause, that bit is fine. However you shouldn't really have to hit p2 to freeze him.

He knows who his opponent is, and what state they're in. Therefore he should freeze himself. (if he is in a viable state to actually counter) using state -2 and posfreeze as well as changeanim with

value = anim
elem = animelemno(0)

Hitting him means commands have to match up, both in what they are, what state you go to, and for that matter, where they are placed in the .cmd. Him simply freezing his animation should do it.

I don't know if you plan to work around simul at all?


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.

Cybaster

Thanks for the input. Have to test that this weekend, between two visits of Auckland. ;D

I never really work anything around simul mode, because I never play into this mode. I've been reported some problems with Kaioken looking stupid in simul mode, and I'm sure we can have easy infinites with partner charging the powerbar while Goku does combos. If Balthazar really wants simul compatibility, I will try to work something out, but otherwise, I consider this mode to be broken.