Getting up after Knockdown

Started by chriserony, March 25, 2014, 06:44:57 AM

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chriserony

I finally move onto something a little bit more advanced and hit a newbie bug that I can't find the answer to.

Creating a character using a Youtube Guidehttp://www.youtube.com/watch?v=Czfhz7vCB4M that mainly uses a kfm base. My animations and hitboxes are all aligned and set up. Whenever I fight against a character and my character gets knocked to the ground, he never gets back up. Buttons won't move him, the second player can't hit him on the ground, he just stays in the lying down position. (Health still left)

[Data]
life = 1000
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0

All just basic Data. I have a 'Lose by Time Over" and "Win state decider" in my cns, but nothing that directly addresses how the character should react to a knock-down.
The cmd does have a "recovery" combination but I'm not sure that's related. Again, nothing else directly related to recovery. Sorry if this is a little newbie of a question. I'm guessing I'm missing something in my cns or cmd

vgma2

Do any debug messages appear when you turn on debug mode?
I'm guessing something might've been screwed up in the common1.cns
Does your character use a custom common1.cns?  Or does it override any common1 states?

chriserony

It does have a common1.cns attached to it, but the COMM is completely blank.
Think I may have found part of the problem but no idea how it's happened. A lot of the hit animations are set to -1

Legendary DeMoNk@I

hmm... you may have to upload the character or start posting pics because it sounds like you have a major screw up there man

chriserony

It doesn't really have a whole lot to it yet. :/ But here's the file. http://1drv.ms/1kZQTsU

I've been playing with it since, but you can see the -1 in the animations there. (Seems to be working much better putting a number in there instead, but then he doesn't stay down very long.)

Mr. I

#5
The problem is within state 5120 which is MUGEN's get up state.

Your animation for 5120 is:

[Begin Action 5120]
Clsn2: 1
  Clsn2[0] = -23, -62, 53, 3
5120,1, 0,0, -1,

Meaning that this frame [ 5120, 1 ] will play for -1 seconds, which is infinitely.

In MUGEN's default common state 5120, the transition (changestate) back to the idle state triggers only on "Animtime = 0", but since that frame plays indefinitely, your character will never make it out of that state.

Change the animation time in action 5120 to something other than -1 to fix it. The number you enter will be the number of ticks that your character takes to "get up"

Alternatively you can override state 5120 and make the character go back to idle however way you want (button press, after a certain time, etc).
The double-curse of Blue Beard Baboon lies in these words you see. Read them once, then read them twice and your island is history.