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Messages by WastedCoder

Re: How do < and > work in Mugen exactly?

June 14, 2022, 06:33:57 PM View in topic context
Posted by WastedCoder  in How do < and > work in Mugen exactly? (Started by WastedCoder June 13, 2022, 02:02:14 PM
Board: M.U.G.E.N Development Help

I'm just going to chime in real quick comment.

From my experience, I occasionally ran into bugs when float and int values were not handled properly.

Velocity is a float, so you should always try to make the values express as floats.

ex: Vel y > -5.0
trigger1 = cond(enemynear, vel y < 0.0, (p2bodydist y = [-85,10]), (p2bodydist y = [-33,10]))

You probably don't have any bugs with your examples.
There's just certain combinations of triggers/parameters that will not process correctly unless the values are expressed properly... and it will drive you insane trying to figure out what the heck is causing this bug?!

So, it's just a good habit to get into.

I'm always grateful to get these useful bits of information from much more experienced people. Thank you ^^

Re: How do < and > work in Mugen exactly?

June 14, 2022, 08:28:47 AM View in topic context
Posted by WastedCoder  in How do < and > work in Mugen exactly? (Started by WastedCoder June 13, 2022, 02:02:14 PM
Board: M.U.G.E.N Development Help

Yes. The operators works the same as one would expect in maths.  So you are right in that y >-5 means -4,-3,-2,-1,0,1,2,etc..
Negative velocities are in the upward directions.  Keep in mind though that velocity is a vector so, vel= -4 is greater than vel= -2 but numerically, -4 is less than -2. Operators such as < and > only look at the numeric value.

Also, You code looks like it's to intercept p2 while you are in the air regardless of whether p2 is on the ground or in the air.  It's all good if that's what you want but you'll have to re-state the range if you want it to trigger only when p2 is exclusively in the air.

I got it, thank you! ^-^

How do < and > work in Mugen exactly?

June 13, 2022, 02:02:14 PM View in topic context
Posted by WastedCoder  in How do < and > work in Mugen exactly? (Started by WastedCoder June 13, 2022, 02:02:14 PM
Board: M.U.G.E.N Development Help

Code:
`trigger1 = cond(enemynear, vel y < 0, (p2bodydist y = [-85,10]), (p2bodydist y = [-33,10]))`

I have this piece of code put in the AI. I want it to be able to catch the opponent midair. I wonder if I am using the right condition for this.

I feel like I am not aware how < and > work in Mugen.

Does
Code:
`Vel y > -5`
mean -4, -3,-2 and so on, like in mathematics, or is it -6, -7, -8? It may sound like a stupid question, 'cause it is, but I wouldn't mind hearing the answer to that just to make sure.

And if you possibly have a better way to keep the track of opponent while his is midair I would be grateful. Because the higher is the opponent, the bigger speed he will have before landing. At first, his y velocity is -1, then -2, -3, -4 and so on.  [/size]

Re: Ryu and Ken by Beterhans

May 03, 2022, 06:03:17 PM View in topic context
Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
Board: Requests

P. S. I forgot to tell that I've got the chars, so this one is solved. Thank you for your time. And no, I didn't pay for them.

Re: Ryu and Ken by Beterhans

May 03, 2022, 08:54:25 AM View in topic context
Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
Board: Requests

Re: Ryu and Ken by Beterhans

April 29, 2022, 08:49:33 AM View in topic context
Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
Board: Requests

That feeling when people make money off of your work while you yourself didn't. I guess some things never change.

That's sad. Though I never bought Mugen stuff and am not going to
I'm fine with having fun playing free stuff, which is sometimes much better ^^
You have chosen the way of making cool stuff for free, and I respect that. That is for what you are being loved and known!

Re: Ryu and Ken by Beterhans

April 28, 2022, 04:49:38 PM View in topic context
Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
Board: Requests

Got it. Thanks for letting me know ^-^

Ryu and Ken by Beterhans

April 11, 2022, 03:22:17 PM View in topic context
Posted by WastedCoder  in Ryu and Ken by Beterhans (Started by WastedCoder April 11, 2022, 03:22:17 PM
Board: Requests

I can't find a working link to these two brilliant characters. If you happen to have them, please, send me a mega/mediafire link, thanks ^-^

Re: How to teach the AI use this specific move properly?

April 03, 2022, 01:39:47 PM View in topic context
Posted by WastedCoder  in How to teach the AI use this specific move properly? (Started by WastedCoder April 01, 2022, 01:32:29 PM
Board: M.U.G.E.N Development Help

What are the vels of your projectiles?

You should be able to just factor them together for a ratio…  for instance if the vel is x=10 y=10 then you’ll want this to tigger when the enemy’s pos x/y = 1…. because regardless of their distance this ratio will be in target.

You could have a tolerance like enemy,pos x/enemy,pos y = [0.9,1.1] or something.  I’m wayyy out of practice

Edit, another example… assuming a variation of your projectile has a velocity of x=10 y=3 (10/3=3.33)
triggerall=enemy,pos x/enemy,pos y = [3.0 , 3.6]

Maybe add something else along the lines of
trigger1= enemy,pos x/enemy,pos y >= 3.3
trigger1= enemy,vel x >= 0
trigger2= enemy,pos x/enemy,pos y < 3.3
trigger2= enemy,vel x < 0

Oh, it works a bit differently than that. I should have specified this, sorry. It's a laser beam which hits the place it has been fired to immediately and disappears fast. It has no vel x and y, it just has an angledraw and a hitbox assigned to the animation of the laser, but I still am grateful for the piece of advice you've given. I will remember that for my future works.

I like your first reply, I am going to make it that way. Thank you so much, again
I will mark this as 'solved'

Re: How to teach the AI use this specific move properly?

April 02, 2022, 10:07:35 AM View in topic context
Posted by WastedCoder  in How to teach the AI use this specific move properly? (Started by WastedCoder April 01, 2022, 01:32:29 PM
Board: M.U.G.E.N Development Help

Wow! Thank you for such a big reply.
My main goal's to make the AI use this move when it's certain to hit the target. I already have a set of triggers for the jump he uses, I don't want him to jump purposely to use this move, but to use this move just when it's certain to hit.

I want to find the way for him to calculate if the projectile can hit the target or not, not to waste a meter, because it takes 1500 power, half of the max amount. He often misses it, so I wonder if there is a way to teach the AI to see that trajectory, like any human can just 'imagine' where it's going to fly to use it in a right moment.

Now that I think of it, maybe I can use a helper or something, and when this helper or maybe explod is on the enemy, then he uses this move... Hm...

I'll study what you've sent me, thank you so much, I love the fact you made all of this just for the sake of your character looking at the enemy, this is so cute ^^

How to teach the AI use this specific move properly?

April 01, 2022, 01:32:29 PM View in topic context
Posted by WastedCoder  in How to teach the AI use this specific move properly? (Started by WastedCoder April 01, 2022, 01:32:29 PM
Board: M.U.G.E.N Development Help

Hello, everyone.

A character I have has a special move, where he, while in the air, shoots a projectile, which flies diagonally. The higher is the character in the air, the further is the reach of a projectile, then the lower he is in the air, the shorter is the reach. How do I teach the AI to use it properly? I've been trying to come up with some kind of formula using p2bodydist x and p2bodydist y, but I failed to create something universal that will make it use it properly. If you have any ideas, examples and/or triggers I should use for such a move, please, let me know!

Re: Is there a way to delay opponent's intro?

February 05, 2022, 03:27:48 PM View in topic context
Posted by WastedCoder  in Is there a way to delay opponent's intro? (Started by WastedCoder February 04, 2022, 03:19:35 PM
Board: M.U.G.E.N Development Help

All characters use state 5900 to initialize the start of a round.
Try messing around with that if you want to experiment. Try using Pause or SuperPause to have your desired effect.

Thank you, I will give it a try

Is there a way to delay opponent's intro?

February 04, 2022, 03:19:35 PM View in topic context
Posted by WastedCoder  in Is there a way to delay opponent's intro? (Started by WastedCoder February 04, 2022, 03:19:35 PM
Board: M.U.G.E.N Development Help

I want my character's intro to always play first and then let the enemy play his/her intro. Is this possible?

Re: Turning safe mode off breaks the character

January 31, 2022, 12:27:58 PM View in topic context
Posted by WastedCoder  in Turning safe mode off breaks the character (Started by WastedCoder January 29, 2022, 07:24:59 PM
Board: M.U.G.E.N Development Help

Safemode uses a lower OpenGL instruction set, disables hardware scaling, and probably some other things that I can't think of.

I can't think of a good reason for a character to require safemode.  Seems that this would indicate a problem with the OpenGL driver.  Unfortunately, this is a common occurrence with modern Windows.

Thanks. Yeah, I guess, it cannot be helped. Maybe some bugs inside the char are causing inconsistencies.

Turning safe mode off breaks the character

January 29, 2022, 07:24:59 PM View in topic context
Posted by WastedCoder  in Turning safe mode off breaks the character (Started by WastedCoder January 29, 2022, 07:24:59 PM
Board: M.U.G.E.N Development Help

Recently, I found out that some characters work properly in safe mode only. For example, some explods doesn't show properly or are misplaced etc.
What does this safemode do and why this happens only for some characters?

Re: Explod doesn't spawn

January 24, 2022, 12:46:17 AM View in topic context
Posted by WastedCoder  in Explod doesn't spawn (Started by WastedCoder January 24, 2022, 12:32:44 AM
Board: M.U.G.E.N Development Help

Removetime should be the same as destroyself  or probably longer so the knife stays for a bit after helper is destroyed. Maybe a trigger1 = Numexplod(638) = 0 should be added so multiple knifes don't appear if move is used again.

I tried it and it did nothing. Thanks for help anyways. Btw, this move cannot be activated if there is any explod of the knife on the map, so I cannot spam it.

Explod doesn't spawn

January 24, 2022, 12:32:44 AM View in topic context
Posted by WastedCoder  in Explod doesn't spawn (Started by WastedCoder January 24, 2022, 12:32:44 AM
Board: M.U.G.E.N Development Help

I tried to make a thing when my char throws a knife and if it hits the 'wall' (edge of the stage) it stays there for some time, but the thing is it doesn't spawn an explod of the knife. My knife simply disappears.

The knife in the wall state
Spoiler, click to toggle visibilty

This sends the knife from its state into this one.

Spoiler, click to toggle visibilty

So, id 632 is the flying knife explod which should disappear and it does, id 580 is just a wind effects, which also disappears as it should. Anim 636 is the same anim with just a red hitbox my knife uses to hit the opponent, because I want this explod to appear exactly where the knife hits. Dont look at the statedef type, movetype etc. I started messing those up, because I thought it might be the reason why the explod doesn't spawn. The knife itself is a helper and works perfectly fine. Btw, I have the same state, like literally, but in case my knife strikes the ground. And it may, because it's an attack performed in the air and it works perfectly. I just copypasted it and changed the animation etc., but it does not spawn the explod. The hitbox, at the same time, is there, near the wall for 70 ticks, which means, the code does its job. And debug is clean, no errors. The animation does exist, it lasts 70 ticks, the numbers are right.

EDIT: I fixed it. Super weird thing, but I fixed it. What I did? I copied the code of this animation(click the spoiler to see it), deleted this animation, then created a new one, with the same number(638), pasted the same code changing nothing, opened the game, and it worked... Idk how that helped me. I guess, weird bugs have a place to be sometimes.

Spoiler, click to toggle visibilty

Re: How to prevent AI from random jumping? (1.0+)

January 23, 2022, 02:07:37 PM View in topic context
Posted by WastedCoder  in How to prevent AI from random jumping? (1.0+) (Started by WastedCoder January 20, 2022, 11:35:05 PM
Board: M.U.G.E.N Development Help

The only way to make this work really is to either remove ctrl completely so the default ai can never jump. Or override jump start to send the player back to prevstateno if ai is on and the conditions you want aren't met. You'll need a variable OR to use a special  jump start state for this one.

Got it. Thank you ^^

How to prevent AI from random jumping? (1.0+)

January 20, 2022, 11:35:05 PM View in topic context
Posted by WastedCoder  in How to prevent AI from random jumping? (1.0+) (Started by WastedCoder January 20, 2022, 11:35:05 PM
Board: M.U.G.E.N Development Help

I tried making a command for AI when to use jump, but it resulted into more jumping than usual, because the AI now jumps randomly and when the conditions are met. When I code the same thing for a special, for example, it works as it should, the AI only uses that special when the conditions are met. What am I missing here?

Re: Control P2 Throughout your Character's Win Pose

January 16, 2022, 08:55:06 PM View in topic context
Posted by WastedCoder  in Control P2 Throughout your Character's Win Pose (Started by altoiddealer July 03, 2014, 10:18:41 PM
Board: Code Library

Nice! I want to try it now
I never thought it was possible to do such a thing. I'll try it out sooner or later.
Thank you for this tutorial.