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Helper is custom state ?

Started by recruta42, March 12, 2008, 11:06:11 AM

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recruta42

Is there ANY way , to put the enemy helper into a custom state ? If so, how ?

PotS

Hm, what kind of helper? If it's an attacking one you can grab it with ReversalDef.
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Cyanide

If you've configured your hitoverride correctly, good chance you can hit them with a p2stateno hitdef.


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.

recruta42

Well...when  hit my oponent I want him to be put into a custom state using the hitter player animations (Changeanim2) and also I want it to happen to his helper (it changing anim using ChangeAnim2), is there any way to do that ?

Example:

I hit yoshitora with haohmaru and want him to be put into a custom animation but using haohmaru´s animation (using changeanim2), but I also want it to happen to his sword....

Cyanide

Full game right? Are all your helpers using the same set of sprites for their hitanims?

If so, telling them to changeanim (or changeanim2) to the correct and different from your character sprites anim with the trigger

trigger1 = ishelper

I can't remember if you need an ID or if it's optional. But that would work.

If you do need an ID, once more full game you can standardise, or use a small range to get it right.

triggerall = time = 0
trigger1 = ishelper(2) || ishelper(3) || ishelper(4)

would be a completely feasible method.


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.

Bastard Mami

interesting... personally i would use helper animations coordinated ot the parent; i would also atomize the throws, so there is an anim corresposding to each required sprite and then play those anims in order instead of using a changeanim2.

recruta42

Yes, the helpers ares using the same sprite for the hitanims...This will same tons of code when doing more chars...

During Yoshitora´s asagao I send the char to the custom anim 5682:

[State 1450 , ChangeAnim]
type = ChangeAnim2
trigger1 = GetHitVar(HitShakeTime) != 0
trigger2 = time = 0
trigger3 = Animtime = 0
value = 5682
ignorehitpause = 1

Now, how can I send his helper (ID = 100000) to the custom yoshitora´s sword anim 150001 ????

Bastard Mami

you can set aside a var to know if the parent is or not in his own states, adn maybe use that as the helper's way of changing anim, the problem is that for changeanim2 to work properly you need to somehow put the helper into a custom state, and that seems to be the whole problem.

Bastard Mami

imho, there are a few other ways to do this whitout using changeanim2, and therefore more reliable.
1) standarize yoru throws; since it is a full game, just make it so animXXXYYY is the anim for being throw, after that it will be just a ismple matter of copy pasting that anim to your own chars.

recruta42

Quote from: R[E]ika on March 13, 2008, 04:58:19 PM
imho, there are a few other ways to do this whitout using changeanim2, and therefore more reliable.
1) standarize yoru throws; since it is a full game, just make it so animXXXYYY is the anim for being throw, after that it will be just a ismple matter of copy pasting that anim to your own chars.

That´s what I do now...but then....everytime I update/make a new char I will have to update the entire game just because of that...Also those states have a maximum number os possible ctrl (512 I think) and I already had to split one more time the state because it reached the maximum limit...So I need to know a way to put the sword helper into a custom state everytime the char animation is btween 5600 and 5999.

Bastard Mami

this might be a bit more complex, tbu this is what i do in my full game.


Quote;___________________________________________________
;
; Extra Get Hit Anims, for getting grabbed
;___________________________________________________

[Begin Action    500000]
5000,0,0,0,1
[Begin Action    500100]
5001,0,0,0,1
[Begin Action    500200]
5002,0,0,0,1
[Begin Action    500010]
5000,10,0,0,1
[Begin Action    500110]
5001,10,0,0,1
[Begin Action    500210]
5002,10,0,0,1
[Begin Action    500020]
5000,20,0,0,1
[Begin Action    500120]
5001,20,0,0,1
[Begin Action    500220]
5002,20,0,0,1

[Begin Action    501000]
5010,0,0,0,1
[Begin Action    501100]
5011,0,0,0,1
[Begin Action    501200]
5012,0,0,0,1
[Begin Action    501010]
5010,10,0,0,1
[Begin Action    501110]
5011,10,0,0,1
[Begin Action    501210]
5012,10,0,0,1
[Begin Action    501020]
5010,20,0,0,1
[Begin Action    501120]
5011,20,0,0,1
[Begin Action    501220]
5012,20,0,0,1

[Begin Action    502000]
5020,0,0,0,1
[Begin Action    502010]
5020,10,0,0,1
[Begin Action    502020]
5020,20,0,0,1

[Begin Action    503000]
5030,0,0,0,1
[Begin Action    503100]
5031,0,0,0,1
[Begin Action    503200]
5032,0,0,0,1
[Begin Action    503010]
5030,10,0,0,1
[Begin Action    503110]
5031,10,0,0,1
[Begin Action    503210]
5032,10,0,0,1
[Begin Action    503020]
5030,20,0,0,1
[Begin Action    503120]
5031,20,0,0,1
[Begin Action    503220]
5032,20,0,0,1
[Begin Action    503030]
5030,30,0,0,1
[Begin Action    503130]
5031,30,0,0,1
[Begin Action    503230]
5032,30,0,0,1
[Begin Action    503040]
5030,40,0,0,1
[Begin Action    503140]
5031,40,0,0,1
[Begin Action    503240]
5032,40,0,0,1
[Begin Action    503050]
5030,50,0,0,1
[Begin Action    503150]
5031,50,0,0,1
[Begin Action    503250]
5032,50,0,0,1

[Begin Action    504000]
5040,0,0,0,1
[Begin Action    504100]
5041,0,0,0,1
[Begin Action    504200]
5042,0,0,0,1
[Begin Action    504010]
5040,10,0,0,1
[Begin Action    504110]
5041,10,0,0,1
[Begin Action    504210]
5042,10,0,0,1
[Begin Action    504020]
5040,20,0,0,1
[Begin Action    504120]
5041,20,0,0,1
[Begin Action    504220]
5042,20,0,0,1

[Begin Action    506000]
5060,0,0,0,1
[Begin Action    506100]
5061,0,0,0,1
[Begin Action    506200]
5062,0,0,0,1

[Begin Action    507000]
5070,0,0,0,1
[Begin Action    507100]
5071,0,0,0,1
[Begin Action    507200]
5072,0,0,0,1
[Begin Action    507010]
5070,10,0,0,1
[Begin Action    507110]
5071,10,0,0,1
[Begin Action    507210]
5072,10,0,0,1
[Begin Action    507020]
5070,20,0,0,1
[Begin Action    507120]
5071,20,0,0,1
[Begin Action    507220]
5072,20,0,0,1

for someone like you it should be easy to explain. by calling those anims in my throw code using code instead of custom grab anims i build the throws, it means using more sctrls, but it is much easire to update character and keep trakc of the throw sprite.

recruta42

R[E]ika ...

I already use a similar method but this is not the problem...The focus here is to send the enemy helper into a custom state...and that´s all...Otherwise...imagine the day where I have like 30 chars on the game and just created a new one... I will have to update the entire project just for one guy...

So....when I send the p2 into a custom state like for example 5600 I want his helper (ID 100000) to be put into a custom state 150001.

Also, How do I bind P2 into the exactly same position of a helper when the helper hit him ?

Cyanide

AH!

Now we see. Thats actually even easier to do.

The helper can detect the parents state. parent/root, stateno = 5600 and use a changestate to go to whatever state it wants.

You can standardise and not have too many custom states. Or even standardise the helper states to the extent you can do

value = parent,stateno+10000 or something to get the helper to go to X state with only 1 changestate in existence. You'll need lots of triggers, but not so many changestates that way. Easier to copy paste around. If you give the helper keyctrl = 1 then you can add the changestate in state -1 to make it happen without moving it everywhere.


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.

recruta42

Hmmmm no...I am not talking about this....

I am talking about the helper going into those yellow states (custom states)...not just changing to a state if the parent go to a certain state...That already happens when you do certain animations...

Also, How do I bind P2 into the exactly same position of a helper when the helper hit him ?

Cyanide

QuoteSo....when I send the p2 into a custom state like for example 5600 I want his helper (ID 100000) to be put into a custom state 150001.

Thats how this read?  If you put p2 in a custom state, you cannot put the helper in one of the players states unless it is hit/reversed. It will have to use it's own states.

Helpers can use targetbind.


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.

recruta42

Nothing to do with that...

In the hitdef Parameter there is a parametere called p2stateno that you send just P2 and not his helper to another state programed inside P1...bu I would like to send the P2 helper into another state also..like you had P2helperstateno = XXXX


Cybaster

I'm not helping here, since I'm too bad with helpers, but this really looks like none of the creators here understand each other. >_<

Anyway, when a char gets hit, you want his weapon to go in a custom state too. Okay. May I ask why ? Why wouldn't the animation or sending the helper to a particular state be enough ?

Fallen_angel

Quote from: recruta42 on March 20, 2008, 11:29:30 AM
Nothing to do with that...

In the hitdef Parameter there is a parametere called p2stateno that you send just P2 and not his helper to another state programed inside P1...bu I would like to send the P2 helper into another state also..like you had P2helperstateno = XXXX



what you can do is on the helper make a changestate that trigger when the root (or parent), stateno !=xxx 
so when the char changes to another state so does the helper.....maybe you should have to limit it using a triggerall that negates the activation of these when the char is on states that you have coded

Cybaster

@Fallen Angel : read again
Quote from: recruta42 on March 19, 2008, 10:25:57 AM
I am talking about the helper going into those yellow states (custom states)...not just changing to a state if the parent go to a certain state...That already happens when you do certain animations...

Cyanide

Only the player that is hit can go to a custom state. In this instance the helper is also a player.

If the helper is hit or reversed it can go to a custom state.
If only the player is hit the helper cannot do this and will have to use it's own states.


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.