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a code complications :p

Started by -_Shadow_-, October 24, 2007, 09:04:18 AM

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-_Shadow_-

well fixing bugs in god akuma there is a bug i can't fix yet  :sugoi:

[State -1]
type = ChangeState
value = 40
triggerall = var(59)<=0
triggerall = command = "holdup"
trigger1 = movecontact
trigger1 = stateno = 240
trigger2 = (StateNo = [260,285])&&movecontact


[State -1]
type = ChangeState
value = 50
triggerall = var(59)<=0
triggerall = command = "holdup"
trigger1 = movecontact
trigger1 = stateno = 240

i use this in cmd of god akuma for give him double jump for combos

but it gives him infinite jumping :p

i don't know how to fix it  , i just want 2 jumps :p

someone can help me ?

thx a lot ^^

Cyanide

mugen has double jump built in, why can't you use that? For informational purposes only. I'd hate to suggest something drawn out and complex if airjumps = 1 will fix this.


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.

-_Shadow_-

Quote from: Cyanide on October 24, 2007, 09:35:59 AM
mugen has double jump built in, why can't you use that? For informational purposes only. I'd hate to suggest something drawn out and complex if airjumps = 1 will fix this.

i have tryed that already he don't jump when he hits in the air

DavidGee

#3
Use var(30) as a condition for double jumping. Override state 52.

[State -1]
type = ChangeState
value = 40
triggerall = var(59)<=0
triggerall = command = "holdup"
triggerall = var(30) = 0 ;var(30) must be 0
trigger1 = movecontact
trigger1 = stateno = 240
trigger1 = var(30):=1 ;set var(30) to 1 prior to state change
trigger2 = (StateNo = [260,285])&&movecontact
trigger2 = var(30):=1 ;set var(30) to 1 prior to state change

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52] ;set var(30) to 0 on jump land
type = varset
trigger1 = 1
v = 30
value = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

-_Shadow_-

Quote from: DavidGee on October 24, 2007, 09:45:59 AM
Use var(30) as a condition for double jumping. Override state 52.

[State -1]
type = ChangeState
value = 40
triggerall = var(59)<=0
triggerall = command = "holdup"
triggerall = var(30) = 0 ;var(30) must be 0
trigger1 = movecontact
trigger1 = stateno = 240
trigger1 = var(30):=1 ;set var(30) to 1 prior to state change
trigger2 = (StateNo = [260,285])&&movecontact
trigger2 = var(30):=1 ;set var(30) to 1 prior to state change

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52] ;set var(30) to 0 on jump land
type = varset
v = 30
value = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

didn't worked :p it says i need a trigger , but the original statedef 52 doesn't have one :p
damn i need to learn more codification :p


[Statedef 52]
type=S
physics=S
ctrl=0
anim=ifelse(vel y>11,48,47)
[State 52, stop]
type=velset
trigger1=1
x=0
y=0
[State 52, pos]
type=posset
trigger1=1
y=0
[State 52, nowalk]
type=assertspecial
trigger1=1
flag=nowalk
[State 52, anim48]
type=changeanim
trigger1=!time&&(prevstateno=222||prevstateno=1050||(prevstateno=[1200,1250])||(prevstateno=[1301,1310])||prevstateno=3050)
value=48
[State 52, anim283]
type=changeanim
trigger1=!time&&prevstateno=282
value=283
[State 52, anim1102]
type=changeanim
trigger1=!time&&((prevstateno=[1100,1110])||prevstateno=3100)
value=1102
[State 52, anim1103]
type=changeanim
trigger1=!time&&prevstateno=4302
value=1103
[State 52, snd]
type=playsnd
trigger1=time=1
value=0,52
[State 52, dust]
type=explod
trigger1=!time
anim=7102
ID=7102
sprpriority=-2
postype=p1
scale=.5,.5
ownpal=1
[State 52, ctrl]
type=ctrlset
trigger1=time>=2
trigger1=prevstateno<800
value=1
[State 52, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1

DavidGee

Quote from: Leo Hayashi on October 24, 2007, 10:51:37 AM
didn't worked :p it says i need a trigger , but the original statedef 52 doesn't have one :p
damn i need to learn more codification :p

Oh, my bad! Try this:


trigger1 = 1

-_Shadow_-

Quote from: DavidGee on October 24, 2007, 11:00:44 AM
Quote from: Leo Hayashi on October 24, 2007, 10:51:37 AM
didn't worked :p it says i need a trigger , but the original statedef 52 doesn't have one :p
damn i need to learn more codification :p

Oh, my bad! Try this:


trigger1 = 1

yeah it worked but for some reason he don't make double jump after his D+ puch uppercut :p

im trying to fix this :p

Bastard Mami

check on ctrl, some aerial moves do not allow for control recovering and double jump might not work on that condition.

-_Shadow_-

Quote from: [E]arly Morning Poison on October 24, 2007, 05:18:45 PM
check on ctrl, some aerial moves do not allow for control recovering and double jump might not work on that condition.
i already fixed in another way

i change this trigger


trigger1 = stateno = 240 <- for 200

and i edit the 240 (D+H punch) anim a little bit faster
now its possible to make only 2 jumps ^^

thx for all