Help with projectiles.

Started by JudaiZX, June 26, 2009, 05:15:49 PM

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JudaiZX

I was editing MUGENHunter's Sonic into darkspine and i was giving him a projectile and when i went to test it out when the battle started an error showed up it says "Error parsing trigger1, 2 error parsing[State500, 1] error in [statedef 500] error in Neo_Sonic.cns character needs to be updated
. See docs/incompt*txt. error loading chars/darkspine/darkspine.def error loading p1" what am I doing wrong?
Quote from: Walruslui on February 07, 2017, 08:13:42 AM
youre a fucking meme. another borewood. REIWOOD. SHIP CONFIRMED.
Quote from: Alpaca-San on November 09, 2014, 09:26:35 AM
I will force feed Dark Pit right into your ass if we ever play on wi fi.
Quote from: SlanDome on September 13, 2020, 04:40:48 PM
i think this a dark souls of a mugen forums.
Spoiler (click to show)

Bastard Mami


BC

you have 2 trigger1's which is fine but the second one seems to be the problem... post trigger1,2
Accepting commissions

Rajaa Retired

[state500, 1] ------------> [state 500, 1]
   incorrect                            correct

You need to post the code for the trigger issue.

JudaiZX

heres the code [StateDef 500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9
poweradd = 20

[State 500, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1100
projhitanim = 6700
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 57,-22[State 0, Projectile]
type = Projectile
trigger1 =
ProjID =
projanim = 1100
projhitanim =
projremanim =
projcancelanim =
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
; HitDef
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 0,0
pausetime = 0,0
;guard.pause,0
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
;air.type = High
ground.slide = 0
;guard.slide = 0
ground.hit = 0
;guard.hit = 0
air.hittime = 20
;guard.ctrl  = 0
;guard.dist = 320
;yaccel = 0.5
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,0
;airguard.velocity = 0,0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
;down.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;airguard.ctrl = 0
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
sprpriority = 1
;p1sprpriority = 0;(winmugen only)
;p2sprpriority = 0;(winmugen only)
;p1facing = 0
p1getp2facing = 0
;p2facing = 1
;p1stateno = 0
;p2stateno = 0
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
;air.fall = 0
;down.velocity = 0,0
;down.hit
down.bounce = 0
;id = 0
;chainID = -1
;nochainID = -1
;hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;palfx.time = 0
;palfx.mul = 0,0,0
;palfx.add = 0,0,0
;envshake.time = 0,0
;envshake.freq = 0
;envshake.ampl = 0
;envshake.phase = 0
;fall.envshake.time = 0,0
;fall.envshake.freq = 0
;fall.envshake.ampl = 0
;fall.envshake.phase = 0
;ignorehitpause =
;persistent =
;(afterimage winmugen only)
;afterimage.time =
;afterimage.length =
;afterimage.palcolor =
;afterimage.palinvertall =
;afterimage.palbright = 0,0,0
;afterimage.palcontrast = 0,0,0
;afterimage.palpostbright =0,0,0
;afterimage.paladd =  0,0,0
;afterimage.palmul = 0,0,0
;afterimage.timegap =
;afterimage.framegap =
;afterimage.trans = ;none,add,add1,addalpha,sub
;ignorehitpause =
;persistent =

velocity = 3
attr = S, SP
damage   = -20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
Quote from: Walruslui on February 07, 2017, 08:13:42 AM
youre a fucking meme. another borewood. REIWOOD. SHIP CONFIRMED.
Quote from: Alpaca-San on November 09, 2014, 09:26:35 AM
I will force feed Dark Pit right into your ass if we ever play on wi fi.
Quote from: SlanDome on September 13, 2020, 04:40:48 PM
i think this a dark souls of a mugen forums.
Spoiler (click to show)

Bastard Mami

dude, you left the trigger empty, also, that's one of the ugilest pieces of code I have seen in quite a while, what are you using to code ?

JudaiZX

Quote from: Frederika Bernkastel~ on June 26, 2009, 06:27:40 PM
dude, you left the trigger empty, also, that's one of the ugilest pieces of code I have seen in quite a while, what are you using to code ?
Fighter Factory
what the heck do I put in the trigger?
Quote from: Walruslui on February 07, 2017, 08:13:42 AM
youre a fucking meme. another borewood. REIWOOD. SHIP CONFIRMED.
Quote from: Alpaca-San on November 09, 2014, 09:26:35 AM
I will force feed Dark Pit right into your ass if we ever play on wi fi.
Quote from: SlanDome on September 13, 2020, 04:40:48 PM
i think this a dark souls of a mugen forums.
Spoiler (click to show)

BC

if using fighter factory you can edit the sctrls to appear as necessary when double clicking them.. because i see alot of commented out lines and it wastes so much space....

this is the trigger thats giving an error

[State 0, Projectile]
type = Projectile
trigger1 =   <<<<< this is the problem, as Frederika pointed out...


i think you should read up more in the docs (sctrl.txt file) and look up projectile... also read trigger.txt as well located in mugen docs folder..

"what the heck do I put in the trigger?"

well when do you want the projectile to appear?

EDIT wait a min i see 2 projectile sctrls...... was that intentional?

because the first projectile is triggering on animelem = 4
Accepting commissions

JudaiZX

Now it shows a problem with "[State 0, projectile]" PLEASE HELP ME OUT HERE!!!!>:(
Quote from: Walruslui on February 07, 2017, 08:13:42 AM
youre a fucking meme. another borewood. REIWOOD. SHIP CONFIRMED.
Quote from: Alpaca-San on November 09, 2014, 09:26:35 AM
I will force feed Dark Pit right into your ass if we ever play on wi fi.
Quote from: SlanDome on September 13, 2020, 04:40:48 PM
i think this a dark souls of a mugen forums.
Spoiler (click to show)

Byakko

Why don't you learn and try to look by yourself where it TELLS YOU WHERE THE PROBLEM IS. Just fix the problems one by one. and if you want help, you'll never get any if you don't even POST YOUR CODE.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

JudaiZX

#10
Quote from: MARIO/SONICFAN13 on June 26, 2009, 06:24:16 PM
heres the code [StateDef 500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9
poweradd = 20

[State 500, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1100
projhitanim = 6700
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 57,-22[State 0, Projectile]
type = Projectile
trigger1 =
ProjID =
projanim = 1100
projhitanim =
projremanim =
projcancelanim =
projscale = 1,1
projremove = 1
projremovetime = -1
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,0
postype = p1         ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
; HitDef
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
getpower = 0,0
givepower = 0,0
;affectteam = E          ;B,E,F
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
;fall.animtype = Back
priority = 4,Hit   ;Hit,Miss,Dodge
damage = 0,0
pausetime = 0,0
;guard.pause,0
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
;air.type = High
ground.slide = 0
;guard.slide = 0
ground.hit = 0
;guard.hit = 0
air.hittime = 20
;guard.ctrl  = 0
;guard.dist = 320
;yaccel = 0.5
ground.velocity = 0,0
;guard.velocity = 0
air.velocity = 0,0
;airguard.velocity = 0,0
;ground.cornerpush.veloff = 0
;air.cornerpush.veloff = 0
;down.cornerpush.veloff = 0
;guard.cornerpush.veloff = 0
;airguard.cornerpush.veloff = 0
;airguard.ctrl = 0
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
sprpriority = 1
;p1sprpriority = 0;(winmugen only)
;p2sprpriority = 0;(winmugen only)
;p1facing = 0
p1getp2facing = 0
;p2facing = 1
;p1stateno = 0
;p2stateno = 0
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
;air.fall = 0
;down.velocity = 0,0
;down.hit
down.bounce = 0
;id = 0
;chainID = -1
;nochainID = -1
;hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;palfx.time = 0
;palfx.mul = 0,0,0
;palfx.add = 0,0,0
;envshake.time = 0,0
;envshake.freq = 0
;envshake.ampl = 0
;envshake.phase = 0
;fall.envshake.time = 0,0
;fall.envshake.freq = 0
;fall.envshake.ampl = 0
;fall.envshake.phase = 0
;ignorehitpause =
;persistent =
;(afterimage winmugen only)
;afterimage.time =
;afterimage.length =
;afterimage.palcolor =
;afterimage.palinvertall =
;afterimage.palbright = 0,0,0
;afterimage.palcontrast = 0,0,0
;afterimage.palpostbright =0,0,0
;afterimage.paladd =  0,0,0
;afterimage.palmul = 0,0,0
;afterimage.timegap =
;afterimage.framegap =
;afterimage.trans = ;none,add,add1,addalpha,sub
;ignorehitpause =
;persistent =

velocity = 3
attr = S, SP
damage   = -20
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

The code is exactly the same execpt I filled the trigger in.
Quote from: Walruslui on February 07, 2017, 08:13:42 AM
youre a fucking meme. another borewood. REIWOOD. SHIP CONFIRMED.
Quote from: Alpaca-San on November 09, 2014, 09:26:35 AM
I will force feed Dark Pit right into your ass if we ever play on wi fi.
Quote from: SlanDome on September 13, 2020, 04:40:48 PM
i think this a dark souls of a mugen forums.
Spoiler (click to show)

Byakko

#11
Look at the error again. And POST IT. We can't magically know what Mugen found, we have to know if it's still tripping on the same line or if it's something different.
The error message. It gives you a message. It tells you what the problem is. USE IT. If you just come in and say "it's not working, how do I fix it" then the problem is you, nobody will ever be able to magically find anything.

By the way I'm lying, a bunch of problems are visible right there. But you still have to be able to know how to find them out, otherwise you'll never make any progress.
For starters, "offset = 57,-22[State 0, Projectile]" you're missing a line break here after -22. And then you have a shitload of parameters you left empty.

trigger1 =
ProjID =
projhitanim =
projremanim =
projcancelanim =

You have to PUT SOMETHING here. You can't just leave that empty. How do you imagine Mugen will magically make up what should be there ? If you don't know what those are, look at the docs. They're here to help you. Use it.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.