"standing in the air" glitch

Started by fer619, July 17, 2008, 08:59:17 PM

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fer619

Well, after i released my first char, chargin chuck, i noticed a little glitch where chucky, when AI-controlled, ends up "standing" in the air after an aerial move like a jumping strong punch. here's a screenshot of the glitch.



i've tried several methods to fix it and nothing seems to work. i guess it's because i don't know what is causing the glitch. can anyone help me with this little problem?


PotS

Check if those aerial moves have type=A in their Statedefs.
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Aadmi

or Maybe there's a move where, you forgot to say, statetype!=A,  also you should check the Physics=A for jumping normal attacks it's normal to have physics=A, so they come back down without the need of velsets or a changestate.

Cheers,RajaBoy

Bastard Mami

check the changestate in yoru jumping punch, most likely you are changing to 0 instead of 50.

fer619

Quote from: P.o.t.S. on July 17, 2008, 09:03:26 PM
Check if those aerial moves have type=A in their Statedefs.

yes, they all have type=A

Quote from: RajaaBoy on July 17, 2008, 09:11:58 PM
or Maybe there's a move where, you forgot to say, statetype!=A,

the only moves that don't say statetype!=A are my crouching and standing attacks

Quote from: RajaaBoy on July 17, 2008, 09:11:58 PM
also you should check the Physics=A for jumping normal attacks it's normal to have physics=A, so they come back down without the need of velsets or a changestate.

yes, the jumping attacks all say physics=A

Quote from: Satou Sei on July 17, 2008, 11:32:27 PM
check the changestate in yoru jumping punch, most likely you are changing to 0 instead of 50.

are u referring to the cns or the cmd?


Aadmi

He's Refering to the Cns.

if you have, Physics=A then you can just loop the Animation after the attack with th Fall from Jumping up anim and use a ctrlset=1 Instead.

Cheers,RajaBoy

BC

ive had this glitch before, the problem was in one of my standing moves i never added triggerall = statetype !=A
also make sure chuck has ctrl before doing the move.

not sure if the statetype !=S is nessecary but it wouldnt hurt
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fer619

Quote from: RajaaBoy on July 18, 2008, 05:18:38 AM
if you have, Physics=A then you can just loop the Animation after the attack with th Fall from Jumping up anim

hmmm...ok, i'll try that and i'll see if it works

Quote from: RajaaBoy on July 18, 2008, 05:18:38 AM
and use a ctrlset=1 Instead.

all my jumping hits have a controlset, they look something like this:

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


BC

i never bother with control set, all my air attacks have is a statedef a hitdef and thats it, no need for changestate or ctrlset,

this is all my air attack consits of

[StateDef 650]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 650
poweradd = 31
sprpriority = 2

[State 650, StateTypeSet]
type = StateTypeSet
trigger1 =  animelemtime(1)>0
physics = A

[State 200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1 && random <200
value = 0,ifelse(random <500,1,0)
volume = 150

[State 200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,0
volume = 100

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 14
sparkno = S6000+(random%4)
guard.sparkno= S8010
sparkxy = -25,-60
HitSound = S250,1
GuardSound = S55,12
ground.type = High
ground.slidetime = 14
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
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Cyanide

Ok that's just a strange way to code it. Why have physics set to N then change them to A?


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.

BC

oh lol soz i forgot to take that out.......i set them all as A now....that code was from a while back where i was testing how statetype set worked and how physics = A gives gravity and N doesnt whoops  --;
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fer619

Quote from: fer619 on July 18, 2008, 08:02:28 PM
Quote from: RajaaBoy on July 18, 2008, 05:18:38 AM
if you have, Physics=A then you can just loop the Animation after the attack with th Fall from Jumping up anim

hmmm...ok, i'll try that and i'll see if it works

dammit, didn't work. i looped the jumping anims but nothing changed.  :( maybe if someone who downloaded chucky could take a close look at him and tell me what the problem could be, because i tried everything i could.


Cyanide

Post the code of the jumping strong punch.


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.

BC

also post the state -1 triggers for the move
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fer619

Jumping Strong Punch code:

; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
anim = 620
sprpriority = 2

[State 620, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 25, 1
animtype = Med
guardflag = HA
hitflag = HAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 1
sparkxy = 11, -19
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3, -4
air.hittime = 12

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1
volume = 0
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


in statedef -1:

; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640
trigger2 = movecontact


Cyanide

Sounds to me like the AI is trying to use a standing move (something you wouldn't do) and stopping. That code should function fine, therefore you have a random command somewhere that is allowed to activate under those conditions and that returns you to state 0.


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.

fer619

hmmm....alright, well i'll double check my commands.

Or would you like to see them yourself?


BC

well if you double check them and still cant find the error, post the AI triggers for the move
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fer619

nope, don't see anything wrong with my AI triggers. but before i post them, just one question (i'm sure cyanide won't like to hear this): i used the Elecbyte template for chucky, and i've recently heard that it's not really a good template because it's corrupted or something. could the template have anything to do with this glitch? just wondering


BC

fighter factory has absolutely nothing to do with that glitch.

i used the template, and alot of people i know have, and they have including my self have had glitches like that but that was entirely to do with the AI triggers trying to use the move in the air when it was suposed to have a standing statetype.

lets see your AI triggers please..
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