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Messages by airforce111

    

Re: Ikemen Tag Mode

 February 08, 2022, 10:23:27 am View in topic context
avatar  Posted by airforce111  in Ikemen Tag Mode (Started by Oonquil/Wenchu February 08, 2022, 04:24:31 am
 Board: M.U.G.E.N Development Help

    

Re: Ikemen Tag Mode

 February 08, 2022, 10:20:58 am View in topic context
avatar  Posted by airforce111  in Ikemen Tag Mode (Started by Oonquil/Wenchu February 08, 2022, 04:31:02 am
 Board: IKEMEN Releases

I only need the step of disabling the AI ​​of character 2 in Tag mode

This is your ultimate goal right? Youre just trying to disable the ai for unotag? Are you on the latest ikemen go? 0.98?

Unotag uses "Simul" paremeter to activate, so if you go to start.lua, and comment out or delete lines 261-274:


                  DELETE:
Code:
		
                        elseif start.p[side].teamMode == 1 then --Simul
if not t_ex[side] then
if (main.t_pIn[side] == side and not main.cpuSide[side] and not main.coop) or start.challenger > 0 then
setCom(side, 0)
else
setCom(side, ai or start.f_difficulty(side, offset))
end
end
for i = side + 2, #start.p[side].t_selected * 2 do
if not t_ex[i] and (i - 1) % 2 + 1 == side then
remapInput(i, side) --P3/5/7 => P1 controls, P4/6/8 => P2 controls
setCom(i, ai or start.f_difficulty(i, offset))
end
end

delete/comment out all that and it should let you control both and disable AI. unless you ported all of it to ikemens "Tag" mode already (by changing all cns referencing "Simul" to "tag", then remove the tag AI paremeter from the start lua instead (which is immediately below the simul in that section i pointed out)
    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 March 29, 2021, 06:04:13 pm View in topic context
avatar  Posted by airforce111  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 am
 Board: Your Releases, 1.0+

there is always a time when we must take a call to action in our lives that is bigger than most things (mugen included), but there is always time to come back as well. Thank you for your work! I myself came back in 2018 after 10 years, I will definitely take a loooong break again after my project 3 years in the making is done.

Hope the best!
    

Re: Code to make character untouchable

 March 29, 2021, 05:57:49 pm View in topic context
avatar  Posted by airforce111  in Code to make character untouchable (Started by Boxuu March 20, 2021, 02:43:11 pm
 Board: M.U.G.E.N Development Help

    

Re: Code to make character untouchable

 March 29, 2021, 07:00:20 am View in topic context
avatar  Posted by airforce111  in Code to make character untouchable (Started by Boxuu March 20, 2021, 02:43:11 pm
 Board: M.U.G.E.N Development Help

    

Re: Code to make character untouchable

 March 27, 2021, 06:17:34 pm View in topic context
avatar  Posted by airforce111  in Code to make character untouchable (Started by Boxuu March 20, 2021, 02:43:11 pm
 Board: M.U.G.E.N Development Help

My method uses a helper, in state -2 have a helper spawn. This is just an example, change numbers and triggers to your needs etc

Code:
;This is the actual helper armor
[State -2]
type = Helper
trigger1 = NumHelper(10000) = 0 ;<---this is the id of my helper, use whatever number youd like
trigger1 = !lose
ID = 10000
name = "Armor"
pos = 0,0
postype = p1
stateno = 10000
helpertype = normal
keyctrl = 0
ownpal = 1

Then I put this statedef it refers to under it in the -2 section

Code:
[Statedef 10000]
type    = U
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 0
sprpriority = 0

;they shouldnt see the helper
[State Armor]
type = AssertSpecial
trigger1 = 1
flag = invisible

;when hit go to state10001 below
[State Damage]
type = HitOverride
trigger1 = ishelper
attr = SCA,AA,AT,AP
time = -1
stateno = 10001

bind to player
[State Armor]
type = BindToRoot
trigger1 = 1
time = -1
facing = 1
pos = 0, 0

[State Armor]
type = NotHitBy
trigger1 = roundstate != 2
trigger2 = root,alive = 0
value = SCA,AA,AT,AP

;even if invisible, it has to change animation to your root (your character) so the hit boxes line up
[State Armor]
type = changeanim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)

;this is so your helper doesn't "die"
[State Armor]
type = LifeAdd
trigger1 = 1
value = 10000
absolute = 1

[State Armor]
type = Turn
trigger1 = root,facing != facing

[State -2]
type = playerpush
trigger1 = 1
value = 1

[state -2]
type = DestroySelf
trigger1 = root,!alive

Then this is when they (the helper) gets hit state10001 right below it:

Code:
[Statedef 10001]
type    = U
movetype= H
physics = N
poweradd= 0
ctrl = 0
anim = 0
sprpriority = 0

[State Armor]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State Damage]
type = HitOverride
trigger1 = ishelper
attr = SCA,AA,AT,AP
time = -1
stateno = 10001

[State Armor]
type = BindToRoot
trigger1 = 1
time = -1
facing = 1
pos = 0, 0

[State Armor]
type = NotHitBy
trigger1 = roundstate != 2
trigger2 = root,alive = 0
trigger3 = 1
value = SCA,AA,AT,AP

[State Armor]
type = changeanim
trigger1 = 1
value = root,anim
elem = root,animelemno(0)

[State Armor]
type = LifeAdd
trigger1 = 1
value = 10000
absolute = 1

[State Armor]
type = Turn
trigger1 = root,facing != facing

;this is to calculate damage!!!
[State Damage]
type = parentvarset
trigger1 = 1
var(2) = gethitvar(damage) ;<--------Change variable number to whatever you want that is free, this var saves the damage being done

[State to10000]
type = changestate
trigger1 = time >= 1
value = 10000

[State -2]
type = playerpush
trigger1 = 1
value = 1

[state -2]
type = DestroySelf
trigger1 = root,!alive

Then we actually have to redirect that damage value to the root, we do that with a var and put these two in -2 state

Code:
[state -2]
type = lifeadd
trigger1 = 1
value = ceil(var(2) * -1) <---gets the damage value from helper to apply to character, var(2) saves the damage amount
ignorehitpause = 1

;you WANT the var that saves damage to always reset to 0 so damage is only applied to 1 frame
[state -2]
type = varset
trigger1 = 1
var(2) = 0
ignorehitpause = 1




    

Re: Ikemen GO bug reports and know bugs

 February 13, 2021, 10:03:47 pm View in topic context
avatar  Posted by airforce111  in Ikemen GO bug reports (Started by Gacel September 09, 2019, 11:26:09 pm
 Board: IKEMEN Releases

The Drawgame have bug in turns mode.
for exemple:
if 3vs3 team turns and p1 first fighter drawgame with p2 last fighter the match over and p1 no win.

yes its a known problem from devs. for me i customized it, go to start lua, look for "--rounds to win", and there is this section, i edited to be like this:

Code:
	for side = 1, 2 do
if t_rounds[side] ~= nil then
setMatchWins(side, t_rounds[side])
setMatchMaxDrawGames(side, t_rounds[side])
else
if side == 2 and main.charparam.rounds and start.f_getCharData(start.p[2].t_selected[1].ref).rounds ~= nil then --round num assigned as character param
setMatchWins(side, start.f_getCharData(start.p[2].t_selected[1].ref).rounds)
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 3 and start.p[2].teamMode == 3 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 3 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 1 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.tag[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[2].teamMode == 0 and start.p[1].teamMode == 1 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
elseif start.p[1].teamMode == 0 and start.p[2].teamMode == 0 then --default rounds num (Tag)
setMatchWins(side, main.matchWins.single[side])
--elseif start.p[side].teamMode == 1 then --default rounds num (Simul)
--setMatchWins(side, main.matchWins.simul[side])
--elseif start.p[side].teamMode == 3 then --default rounds num (Tag)
--setMatchWins(side, main.matchWins.tag[side])
else --default rounds num (Single)
setMatchWins(side, main.matchWins.single[side])
end
setMatchMaxDrawGames(side, main.matchWins.draw[side])
end
end

Feel free to customize how you like. for me this fixs the issue
    

Re: time% wont work unless it equals 0?

 January 27, 2021, 08:38:27 am View in topic context
avatar  Posted by airforce111  in time% wont work unless it equals 0? (Started by supercain January 26, 2021, 05:33:59 pm
 Board: M.U.G.E.N Development Help

agree, saying "That's because you don't know mathematics" is unecessary, literally the rest of the comment besides that would've done fine.
    

Re: Special move issue

 January 27, 2021, 06:10:48 am View in topic context
avatar  Posted by airforce111  in Special move issue (Started by mugenfan89 January 25, 2021, 04:48:20 pm
 Board: M.U.G.E.N Development Help

cant you literally just delete all the y values from the velsets? i mean that should do it

edit:cya beat me to it
    

Re: throw : checking P1's anim in gethit throw state.

 January 20, 2021, 10:13:47 pm View in topic context
avatar  Posted by airforce111  in throw : checking P1's anim in gethit throw state. (Started by Momotaro January 20, 2021, 06:45:58 pm
 Board: M.U.G.E.N Development Help

if your game is just 1 on 1 and not simul or tag team, just trigger "enemy,anim=1581" then changeanim2=1585 trigger the change

if you are playing a simul or tag game, it takes a bit more. using "enemy," in teams will mess things up because it counts btoh, so instead you use gethitvar to grab the ID from the player doing it, and pass it into a playerID(gethitvar(whateverparameter)),anim = 1581, then changeanim2=1585.

The most unused paremeter would probably be:
fall.envshake.freq =
fall.envshake.ampl =
fall.envshake.phase =

If using one of those, do not put a time paremeter. Set any of those in P1's grab hitdef equal to ID, for example, fall.envshake.freq = ID. This way when p2 reads the gethitvar(fall.envshake.freq), it'll read the ID number of hte player, that you can then pass on to PlayerID(gethitvar(fall.envshake.freq)),anim = etc etc
    

Re: Attack Clash System

 January 19, 2021, 07:06:14 pm View in topic context
avatar  Posted by airforce111  in Attack Clash System (Started by arara123qwe December 30, 2020, 02:10:56 pm
 Board: M.U.G.E.N Development Help

can't you just do "if in 'this attack state', and gethitvar(hitcount) > 0 and movecontact, then nothitby any attack" and just spawn a super armor helper that calculates dmage done and make helper subtract that amount from root player? then they wont be in a get hit state but still damaged and continue the attack.

edit: i dont get it, doesnt the video youposted explain how to do that?
    

Re: Fighter Factory Studio 3.5.3 (UPDATED June, 16)

 January 17, 2021, 05:53:12 am View in topic context
avatar  Posted by airforce111  in Fighter Factory Studio 3.5.3 (UPDATED June, 16) (Started by VirtuallTek April 04, 2018, 02:43:30 pm
 Board: Your Releases, 1.0+

is it just me, or is Fighter Factory Studio crashing when i try to import Animations from another project?

nah this sounds typical, ever since any early version of studio. idk, cant bring myself to full come on board with studio, its still super buggy and crashes on random things. also, fightfx editing for some reason has been made worse than its ff3 counterpart. I mean studio needs a MAJOR bug fix and overhaul.
    

Re: How To Make Projectiles That Stay On The Ground?

 January 15, 2021, 08:26:15 pm View in topic context
avatar  Posted by airforce111  in How To Make Projectiles That Stay On The Ground?  (Started by Ki$@1st456v January 13, 2021, 06:15:05 pm
 Board: M.U.G.E.N Configuration Help

offset y value in projectile sctril should be: -pos y or ceil(-pos y)
    

Re: Jin Kazama, Makoto Yuki, and Nova MvC Style

 January 13, 2021, 05:25:46 am View in topic context
avatar  Posted by airforce111  in Jin Kazama, Makoto Yuki, and Nova MvC Style (Started by EveryonesKouhai December 29, 2020, 09:08:36 pm
 Board: Your Releases, 1.0+

very generous, its hard to release comissions for free. i never do since i pay so much, respect.
    

Re: Ikemen GO

 January 13, 2021, 02:50:10 am View in topic context
avatar  Posted by airforce111  in Ikemen GO (Started by K4thos May 26, 2018, 03:04:27 am
 Board: IKEMEN Releases

i literally dont think there was a reason lmao, because they ended up saying they will bring it back after that happened. im not sure when though since k4thos is taking a break now.
    

Re: Anyones PM's not sending right now?

 January 10, 2021, 08:41:30 pm View in topic context
avatar  Posted by airforce111  in Anyones PM's not sending right now? (Started by airforce111 January 07, 2021, 09:06:25 pm
 Board: Feedback

    

Re: add004basic

 January 10, 2021, 08:09:29 pm View in topic context
avatar  Posted by airforce111  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, 1.0+

its mete122 must have been a mistake
edit: is your inbox full?? that might eb the problem.

yeah it doesnt show up in my list either, its really weird, i only get to send to burningsoul but i can no longer send you PM's or even start a new conversation. i had talked to the mods. Someone else was experiencing hte same thing.
    

Re: Anyones PM's not sending right now?

 January 09, 2021, 09:44:29 pm View in topic context
avatar  Posted by airforce111  in Anyones PM's not sending right now? (Started by airforce111 January 07, 2021, 09:06:25 pm
 Board: Feedback

Yeah its weird, im trying to send a pm to a user BurningSoul, but then in my notifications it shows up as user mete123 or something, and then when i type that mete name into the "To:" box, there is no such thing. So I look for burningsoul and it appears. I send, and then it just redirects me to my message page with the recepient line blank again and nothing sends. To be clear, I was able to send to another new user yesterday....so it must be some specific case that its not working. I have no clue
    

Re: add004basic

 January 09, 2021, 09:41:33 pm View in topic context
avatar  Posted by airforce111  in add004basic (Started by Shiyo Kakuge June 18, 2014, 05:46:41 pm
 Board: Your Releases, 1.0+

https://streamable.com/wdjxpz
So I managed to adapt the tag cancel thats been written down here a page ago from airforce111,to the mugen version and it works fine,just wanted to share,probably gonna share it soon

im having trouble sending you PM's, it says you are mete123 but it doesnt appear in the list so i sent to BurningSoul but everytime I send it fails. also that error message you sent, that is really weird because timeleft is what it was called in the old version, did I accidently send the wrong files? In anycase, I have updated and made a few tweaks since then but have not been able to send pm's to you for some reason. please try this:

https://drive.google.com/file/d/1cDHE6JHCGLpR_Ekb1rnxfa3rwNWsPEfl/view

It's an entire example prebuilt. I am on ikemen 0.96. Im not sure what happened before
    

Anyones PM's not sending right now?

 January 07, 2021, 09:06:25 pm View in topic context
avatar  Posted by airforce111  in Anyones PM's not sending right now? (Started by airforce111 January 07, 2021, 09:06:25 pm
 Board: Feedback

Im on chrome and also tried edge, when I try to send a new PM, it just redirects me back to my message, smetimes it resets the "to:" field of the recpieent....anyone else have this issue? Cant send anything