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Cyanide

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Messages by Cyanide

    

Re: What was the first character you downloaded for MUGEN?

 August 09, 2022, 11:18:12 AM View in topic context
 Posted by Cyanide  in What was the first character you downloaded for MUGEN? (Started by Mr. Nobody August 06, 2022, 02:07:34 AM
 Board: M.U.G.E.N Discussion

Wasn't a character. DBZME2 was the game. So a bunch of el cheapo dbz shit. Followed by a dbz pack with a gundam in which made me start messing with the engine.
    

Re: I want to add/import a transformation to this character

 May 20, 2022, 06:41:48 AM View in topic context
 Posted by Cyanide  in I want to add/import a transformation to this character (Started by petofum May 18, 2022, 02:32:46 AM
 Board: M.U.G.E.N Development Help

How much do you know about how transformations work? There is a 90% chance you're going to have to rework the entire character you want to add and regardless of anything you need  to know where the conflicts are between states animations sprites and sounds.
    

Re: Regarding Custom AI

 May 14, 2022, 10:45:26 AM View in topic context
 Posted by Cyanide  in Regarding Custom AI (Started by LotF May 11, 2022, 05:55:35 PM
 Board: M.U.G.E.N Development Help

Coding ai is no different. Activation is way simpler though. Ailevel = 1 done. Its in the docs too and you can use it for difficulty scaling. No more weird methods just 1 trigger.
    

Re: Command input coding problem

 May 14, 2022, 10:39:12 AM View in topic context
 Posted by Cyanide  in Command input coding problem (Started by Diek Stiekem May 13, 2022, 08:20:14 PM
 Board: M.U.G.E.N Development Help

I assume "doesn't work" means the normal attack comes out instead. Move this above that changestate.
    

Re: Auto teleport by hit

 May 11, 2022, 06:35:52 AM View in topic context
 Posted by Cyanide  in Auto teleport by hit (Started by _petroo May 08, 2022, 04:06:09 PM
 Board: M.U.G.E.N Development Help

Easy method would be in the cmd.

Depending on if you want his hitstate to continue or not but either changestate to a teleport or outright do posadd
 
Trigger1 = gethitvar(hitcount) >= 2

Then make him do whatever.
    

Re: Can't I make a projectile use hit velocity?

 May 11, 2022, 06:33:24 AM View in topic context
 Posted by Cyanide  in Can't I make a projectile use hit velocity? (Started by N0BIE April 30, 2022, 05:55:06 AM
 Board: M.U.G.E.N Development Help

You can absolutely set that value. Projectiles are the same as hitdefs for the values they take plus a few extras. Your hittime is very low. All i can think of with what you have there.
    

Re: Random Imagem in Screen pack ?

 February 10, 2022, 11:59:38 AM View in topic context
 Posted by Cyanide  in Random Imagem in Screen pack ?  (Started by Bardock Revenge January 31, 2022, 02:54:07 PM
 Board: M.U.G.E.N Development Help

Do you mean the black image that slowly moves across the white letters that are also an image? Thats all its doing. Black bg white letters. Layering means the black shadow thing is in front and it moves over the letters. Nothing special. Clever. But no fancy code tricks needed.
    

Re: Projectiles not colliding with target.

 January 23, 2022, 02:29:38 AM View in topic context
 Posted by Cyanide  in Projectiles not colliding with target. (Started by Pizzaking405 January 20, 2022, 03:49:26 AM
 Board: M.U.G.E.N Development Help

Projectiles take hitdef parameters. You don't use a separate hitdef for them. Specifically here though you're missing the attr setting which prevents attacks hitting. Youll need the rest too but attr not being there makes stuff miss regardless of other settings
    

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

 January 23, 2022, 02:26:13 AM View in topic context
 Posted by Cyanide  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.
    

Re: How to trigger fall from air after power drops to zero

 December 29, 2021, 08:54:18 PM View in topic context
 Posted by Cyanide  in How to trigger fall from air after power drops to zero (Started by CHAOS13 December 20, 2021, 09:47:54 PM
 Board: M.U.G.E.N Development Help

You can do a relatively simple changstate value 50 when power <= 0. Just choose precisely when you need it. 50 is jump and he'll just fall. State -1 or in the flying state itself.
    

Re: helpers and negative states

 December 29, 2021, 08:51:56 PM View in topic context
 Posted by Cyanide  in helpers and negative states (Started by onomamashinee December 19, 2021, 03:14:40 PM
 Board: M.U.G.E.N Development Help

You can give helpers access to state -1 by assigning keyctrl = 1 on their creation. Can use the assertspecial then. But you do need to be careful to lock off normal change states so the helper can't use them if you do that.

If you use helpertype = player you get access to state -2 -3. However you still want to lock the helper down AND p2 will turn to face helpers set up like this and i have a massive preference that nobody uses the player type helper. Just cos it does cause bugs for opponents that are your fault.
    

Re: how to add a flames particle to a character?

 November 19, 2021, 02:10:43 AM View in topic context
 Posted by Cyanide  in how to add a flames particle to a character? (Started by Aryze November 18, 2021, 10:15:51 PM
 Board: M.U.G.E.N Development Help

Spawn a helper or explod. Bind it to the player and positioning thats closest to the head. If you want to get fancy just use a helper but bind the explod differently depending on animation and frame. Heads not static after all.
    

Re: Random sending P2 into custom gethit from a hitdef

 November 15, 2021, 10:59:32 AM View in topic context
 Posted by Cyanide  in Random sending P2 into custom gethit from a hitdef (Started by Momotaro November 14, 2021, 04:50:03 PM
 Board: M.U.G.E.N Development Help

If you use the movehit trigger whichever random method you use wont have much effwct cos itll try on every tick of contact. He might not go custom on tick 1 but by tick 10 its a guarantee.

Use movehit = 2 or something instead.
    

Re: Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 12, 2021, 07:23:04 AM View in topic context
 Posted by Cyanide  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

Well you don't want any nothitbys or hitbys in play at all. That said it sounds like the character has super armour as well and you've managed to break it.

If its using the helper style super armour... give up. Or recode it yourself from the sff and air file. Fixing that is almost as much as coding it anyway.
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 07, 2021, 10:04:25 AM View in topic context
 Posted by Cyanide  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Statedef -2 is normally in the cns. What that version does and it doesnt rely on commands is checks if you are in a standing state but not on the ground. If thats the case it puts you into flight.

Alternatively at the end of any air attack just add a new changestate to send you back to flight when the state is done. So rather than 0 you go to 1500 or whatever it is.
    

Re: How to make simple custom gethit state ?

 November 06, 2021, 11:49:41 PM View in topic context
 Posted by Cyanide  in How to make simple custom gethit state ? (Started by Momotaro November 06, 2021, 06:29:34 PM
 Board: M.U.G.E.N Development Help

Copy code from common1. Change animations as needed. Alter other bits as needed. Custom state just means they use your code. If the code it written you can use it.
    

Re: Character still untouchable even after adding blue boxes and deleting NotHitBy s

 November 06, 2021, 12:33:55 PM View in topic context
 Posted by Cyanide  in Character still untouchable even after adding blue boxes and deleting NotHitBy s (Started by Redben November 01, 2021, 01:02:15 PM
 Board: M.U.G.E.N Development Help

Press ctrl+c to turn on clsns. What colour are they? Are they actually there? Blue means you're missing. Teal means nothitby or hitby are in effect. No hitboxes means you havent hit the anim its using with your new hitboxes
    

Re: How To Prevent Special Attacks From Cancelling Flight?

 November 06, 2021, 12:31:18 PM View in topic context
 Posted by Cyanide  in How To Prevent Special Attacks From Cancelling Flight? (Started by Ki$@1st456v November 02, 2021, 10:54:16 PM
 Board: M.U.G.E.N Development Help

Thats  lot of unnecessary code to decipher. For any move if you can access it during flight you code it so the changestate OUT leads back to flight. This is as simple as another changestate working on pos y> 0 sending you to flight instead of 0. Or you can use a state -2 to send you to flight if statetype = S ctrl is 1 and pos y> 0
    

Re: How To Code Characters To Attack While Flying?

 November 01, 2021, 11:14:12 AM View in topic context
 Posted by Cyanide  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

No you do it all from the cmd. Rather than ctrl or statetype you just trigger all your normal attacks from stateno = flight. Doing it all from within the cns is a bit mad.
    

Re: How To Code Characters To Attack While Flying?

 November 01, 2021, 03:32:50 AM View in topic context
 Posted by Cyanide  in How To Code Characters To Attack While Flying? (Started by Ki$@1st456v October 29, 2021, 05:48:09 PM
 Board: M.U.G.E.N Development Help

Depends on if the air attacks are just ground attacks again or air versions. We can make a quick and simple broken one just by adding a stateno = flight state to the cmd for any attafk you want to work while flying. Ctrl triggers may need changing but thats the simplest method. Then you can fix stuff up after that. Its how dbz characters did it back in the day.