Yeah, I have that currently in the helper just in case. The issue I’m running into now that I’m not sure if it’s possible to solve is that once that ai var(59) becomes active, it becomes impossible to take control of the character again with control+1/2. Actually, realizing while I’m typing this, I realized making a varset that uses the “start” button while var(59) is active might work since the cpu shouldn’t be able to use it within its logic loop. Anyways, thanks for the help Cyanide. (Edit: actually, for some reason it didn’t work)
087-B, I want to give you an update: while I didn’t exactly figure out how to remove it, I redesigned the AI and now once it gets into the AI decision loop, pausing isn’t an option. The issue is that I’m not quite sure when mugen decides it’s intpersistindex(59) becomes 1. So it doesn’t exactly happen right away and all I know is that it happens eventually. I posted the character on Reddit and linked it on a post in the projects section. The combo compilation in the beginning of the video is the AI doing its thing. Thanks again for trying to help me with my issue. It seems most people didn’t even bother.
Yeah, it’s a casual project. I’m not good at spritework and don’t really have the time for it. My goal was to make a fun usable Zack with resources available. He’s got wavedashing, special to super canceling, air dashes, a functional pushblock, and even a movelist pause function replacing what is normally a taunt on most characters so people can understand how to play him right off the bat without having to read his CMD file. He even has basically an Xfactor if you pull Cissnei which cancels his current action and gives most of his sword attacks and extra hit of damage(although ground exclusive like vanilla MVC3). I understand how frustrating RNG mechanics are in a fighting game, so I changed how the DMW functions so it’s activate-able and stores supers rather than complete pachinko(I figured out how to do the normal DMW a while back, but ultimately voted against it). You also don’t normally see a unique super mechanic like the one I’ve created or Zack’s English voice on a character because getting them is actually extremely difficult and very hard to find. In Crisis Core, you can’t disable the background music and no one has really been successful in ripping lines from there. I lucked out about a year ago and found a single YouTube video with Zack’s ripped lines from Kingdom Hearts: Birth by Sleep. Otherwise I would have never been satisfied enough to post it. Everything from the original Cloud was rearranged to give it a unique feel. Anyways, it’s a fun what-if since FF7 Remake’s big thing(no spoilers). Thank you Umezono for understanding.
My UMVC3 Zack Fair. 7 button layout: L, M, H, SP, (z & c are assigned as faster double atk button inputs), pause menu(movelist). DMW materia storage for supers. Special moves: ground: blizzard, Fira, thundaga, power attack, assault twister, jump. Air: thunder, blizzara, firaga, air attack(made up for mechanical purposes), assault twister, jump. He also has two directional inputs on his heavy based on taskmaster(my favorite UMVC3 character). A charge and a jump kick that functions similarly to taskmaster’s “just like cap” and “spidey swing”. The DMW supers available are Angeal(Rush Assault), Aerith(Good Luck [healing]), Tsung(Air Strike), Cloud(Climhazzard Meteora), Sephoroth(Octoslash), Cissnei(Lucky stars), and Genesis(Loveless[trap]). DMW costs 3 bars and stores 2 supers at random. Both need to be used before DMW can be used again, but you can also get “enhanced” versions of supers if you get 2 of the same. https://www.reddit.com/r/mugen/comments/kxsoa0/thought_id_just_share_something_ive_been_casually/ Here’s the link where I posted the showcase since idk how to work this website
Sorry I forgot to mention a couple of things. I’m running on the old winmugen because the computer I use is an old vista I took offline and is too weak to run later versions so AILevel doesn’t work. Also, the pause function is triggered by a helper so the character never enters a specific state to activate it
Hi first time here, but have been casually using fighter factory for years. I have a pause function mapped to the “start” button on one of my characters in the cns -2, but it annoys me when the computer uses it. My question is how to disable the “start” button from the cpu so that they never use it. I’ve read the Winane code and tried copying and pasting it into my character but it hasn’t worked.