How do you make dash forward do a short roll

Started by iw1sh, June 12, 2010, 12:52:55 AM

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iw1sh

im workin on an mvc2 ken and i cant figure out how to make his forward dash a short roll. he just keeps rolling across the screen forever

Cyanide

Tell him to stop? I mean, if you haven't got a sensible changestate, it's gonna keep going.


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.

iw1sh

how do u tell him to stop and what exactly is a changestate?

Cyanide

Oh dear.

Ok, you've made him roll. I assume you're using mugen's default state 100 in the common1.cns in your data folder?

In normal terms that state has at the end of it


[State 100,6]
type = changestate
trigger1 = command != "holdfwd"
value = 0
ctrl = 1

If that's not in your state 100, you have a problem. If you've used the stupid piece of shit that is the elecbyte template. Please open your .def file with notepad.

Find this line

stcommon = common1.cns

If that's not what it reads, make it read that. Because FF's template doesn't give you any info like to leave that line alone.


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.

iw1sh

lol ya im using the elecbyte template. my .def reads

stcommon =common1.cns

under commands it reads

; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

what should i do since i used ffs elecbyte template

Cyanide

It says what it's meant to. Please confirm you don't have another state 100 inside your .cns file. Also confirm that data\common1.cns had a state 100 in it that actually finishes.


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.

iw1sh

i do not have another state 100 in my .cns file. By data\common1.cns do you mean the file in mugen folder, if so it says.


[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0


Cyanide

I don't know then. Even the anim having a loop on it won't make the state cycle.


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.

iw1sh

by changing common1.cns cant i tell run forward to start walking after a certain amount of ticks. and if so how do i code that

Cyanide

As it's a roll. Override state 100 in your personal .cns file. Throughout the roll control must be 0. When the roll completes, send it to state 0. If you're holding forward he'll cancel to walk anyway.


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.


Cyanide

Are you just starting? You might want to look at how some other characters do things. This isn't even an attack. Play round with the KFM character and make him do stuff. When you understand how he does things you'll be able to do them on your own. Right now, me telling you how to code that isn't actually going to help.


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.

iw1sh

im just starting but ive prob been at it around 24 hours in the last 3 days. i used some1 elses code from another ken to get him to roll right but theres just so much i dont understand and its a lot to take in. when i roll and hold forward it cancels into walk halfway though the animation is ther an easy way to fix that. u no what nm im just gonna read some tutorials and fuck around with shit, i no im prob getting on ur nerves

Cyanide

So you copied the code indicating you do have a state 100 inside your own cns files...

Just post the roll state you have.


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.

iw1sh

yes. theres so many things in here (.cns) how am i exsposed to no what all of these terms mean? i cant find anything that explains them all.

iw1sh

; RUN_FWD
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 40

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100,9]
type = changestate
trigger1 = time = 2
value = 101
ctrl = 1

[Statedef 101]
type = A
movetype = I
physics = N
anim = 100
velset = 6.5,-2

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = !time
value = S3,1
volume = 0
channel = 5

[State 0, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = s100,6

[State 101, PosAdd]
type = PosAdd
trigger1 = animelem = 2
y = -10

[state 101, SprPriority]
type = sprpriority
trigger1 = time >= 0
value = 1

[State 101, VelAdd]
type = veladd
trigger1 = 1
y = 0.3

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 101, 9]
type = ChangeState
trigger1 = animelem = 3, >=0
trigger1 = vel y > 0
trigger1 = pos y >= -5
value = 102

[Statedef 102]
type = S
movetype = I
Physics = C
anim = 101

[State 102, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 102, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[state 102, Slide Sound]
type = playsnd
trigger1 = animelem = 1
value = 100,0
volume = -50

[state 102, dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = .6

[state 102, 2]
type = ctrlset
trigger1 = animtime = -5
triggerall = command != "holdfwd"
triggerall = command != "FF"
value = 1

[State 102, 8]
type = ChangeState
trigger1 = animtime = -5
trigger1 = command = "holddown"
value = 11
ctrl = 1

[State 102, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 103]
type = S
movetype = I
physics = S
anim = 103
ctrl = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 0, VelSet]
type = VelSet
triggerall = anim = 103
trigger1 = animelemtime(2) >= 0
x = const(velocity.run.fwd.x)

[State 0, Landing Sound]
type = PlaySnd
trigger1 = time = 0
value = s100,6

[State 101, 9]
type = ChangeState
trigger1 = backedgebodydist > -5
value = 104
ctrl = 0

[Statedef 104]
type = S
movetype = I
physics = S
anim = 104
ctrl = 0

[State 0, ChangeState]
type = ChangeState
triggerall = animelemtime(2) >= 0
trigger1 = command = "holdup"
value = 40
ctrl = 1

[State 101, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

Cyanide

Reading through this. It works how it's meant to? There's a couple of "let you out" things in there, but they're all sensible.

Turn on debug mode (ctrl+d) and confirm that he goes through states 100 101 and 102.


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.

iw1sh

alright what do i not need in there? that would help me learn a lot.
says warning in 312 player ken (32) in state 102
changed to invalid action

so no?

Cyanide

Ok that helps.

You're missing animation 101. If you don't have it (and you probably don't) you need to add it in. Most likely it's the "Standing up from rolling" animation.


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.

iw1sh

ya i know i dont have it. ctrl d doesnt bring up debug. what do u mean by "let you out" things? Can you explain a couple of the states listed above to me. especially

value
physics
velset
ctrl
x