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Re: Projectiles not colliding with target.

 January 20, 2022, 09:33:07 PM View in topic context
avatar  Posted by Pizzaking405  in Projectiles not colliding with target. (Started by Pizzaking405 January 20, 2022, 03:49:26 AM
 Board: M.U.G.E.N Development Help

Here is a video showing what the move looks like right now. The needles are the main projectiles that I need help with. The black hole that appears at the tip of Elpizo's sword is also coded as a projectile, but I don't intend for it to deal damage. The burst that comes up when the projectile hits the ground is the projremanim. I also intend for said burst to deal damage, but I will get to that after I figure out how to get the main projectiles to collide with the target. [youtube][https://youtu.be/vcxVTTur9_k/youtube]
    

Projectiles not colliding with target.

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

I am trying to make a projectile move for my character, but the projectiles move straight through the other character. I want to know how to make the projectiles hit the opponent. The code I am using is simply an altered version of the default Kung Fu Man's standing strong punch and is performed by simply pressing ; as player 1, or T as player 2. Included below is the code for this move, and a video showing the move can be found in the replies. Projectiles do have attack contact boxes. I would put pictures of them here, but I do not understand how to put an image in these posts. Additional note: The 1st [State 0, Projectile] with projanim = 27 is just an effect and not actually intended to collide with anything. Every [State 0, Projectile] with projanim = 25 or 24 that comes after this are the actual projectiles that are intended to collide with the foe.

Code:
[/;---------------------------------------------------------------------------
; Standing strong punch
; CNS difficulty: easy
; Note the width controller. It makes KFM's push box larger, so he doesn't
; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his
; feet.
; The sprpriority for this state is at -1, instead of the usual 2 for
; attacks. This makes KFM appear behind the opponent initially.
; The SprPriority controller in [State 210, 4] brings KFM to the front when
; his arm has swung over.
; To stop KFM from pausing in his swing frame, there is a ChangeAnim in
; [State 210, 3] that detects if the hit has come in contact with the
; opponent during that frame, and switches to the next animation element
; (notice the elem=6 parameter). If you don't see what I mean, try commenting
; out that controller, then hit someone with this attack.
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = -1

[State 210, Width]
type = Width
trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0)
value = 15,0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = animelem = 1
trigger3 = animelem = 2
trigger4 = animelem = 3
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1

[State 210, 3]
type = ChangeAnim
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
trigger1 = movecontact
ignorehitpause = 1
persistent = 0
value = 210
elem = 6

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 0, Projectile]
type = Projectile
trigger1 =AnimElem=7
ProjID =27
projanim =27
;projhitanim =
;projremanim =
;projcancelanim =
projscale = 1,1
projremove = 1
projremovetime = 70
velocity = 0,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -6,-135
postype = P1         ;P2, Front, Back, Left, Right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
;persistent =


[State 0, Projectile]
type = Projectile
trigger1 =AnimElem=7
ProjID =25
projanim =25
;projhitanim =
projremanim =26
;projcancelanim =
projscale = 2,2
projremove = -1
projremovetime = 70
velocity = 6,7
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -6,-145
postype = P1         ;P2, Front, Back, Left, Right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
persistent =1
damage=50, 20
hitflag=maf

[State 0, Projectile]
type = Projectile
trigger1 =AnimElem=7
ProjID =25
projanim =25
;projhitanim =
projremanim =26
;projcancelanim =
projscale = 2,2
projremove = -1
projremovetime = 70
velocity = -6,7
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -6,-145
postype = P1         ;P2, Front, Back, Left, Right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
persistent =1
damage=50, 20
hitflag=maf

[State 0, Projectile]
type = Projectile
trigger1 =AnimElem=7
ProjID =25
projanim =25
;projhitanim =
;projremanim =26
;projcancelanim =
projscale = 2,-2
projremove = -1
projremovetime = 70
velocity = -6,-7
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -6,-145
postype = P1         ;P2, Front, Back, Left, Right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
persistent =1
damage=50, 20
hitflag=maf

[State 0, Projectile]
type = Projectile
trigger1 =AnimElem=7
ProjID =25
projanim =25
;projhitanim =
;projremanim =26
;projcancelanim =
projscale = 2,-2
projremove = -1
projremovetime = 70
velocity = 6,-7
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -6,-145
postype = P1         ;P2, Front, Back, Left, Right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
persistent =1
damage=50, 20
hitflag=maf

[State 0, Projectile]
type = Projectile
trigger1 =AnimElem=7
ProjID =24
projanim =24
;projhitanim =
;projremanim =26
;projcancelanim =
projscale = 2,-2
projremove = -1
projremovetime = 70
velocity = 6,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -6,-145
postype = P1         ;P2, Front, Back, Left, Right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
persistent =1
damage=50, 20
hitflag=maf

[State 0, Projectile]
type = Projectile
trigger1 =AnimElem=7
ProjID =24
projanim =24
;projhitanim =
;projremanim =26
;projcancelanim =
projscale = 2,-2
projremove = -1
projremovetime = 70
velocity = -6,0
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmisstime = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = -6,-145
postype = P1         ;P2, Front, Back, Left, Right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
;ignorehitpause =
persistent =1
damage=50, 20
hitflag=maf]
    

Character will not load into mugen character test.

 June 16, 2020, 03:05:13 AM View in topic context
avatar  Posted by Pizzaking405  in Character will not load into mugen character test. (Started by Pizzaking405 June 16, 2020, 03:05:13 AM
 Board: M.U.G.E.N Development Help

I am in the early stages of making my first character. I have put in all the sprites, animations, and collision boxes, and the .def file but have not editeded the States, Commands, Or Sounds sections. I used the default Kung Fu Man's .def file as the base for my character. If I try to run the current project in Mugen it simply says this error message:

"Library error message: Error in clsn2 in [Begin Action 12] elem 12

Error detected.

Error in Elpizo.air:801
Error loading chars/ff3_0/ff3_0.def
Error loading p1

Clipboard tail:
Gameflow 8
Gameflow 9
Gameflow 10
Gameflow 11
Loading match assets...
Loading stage...
  Loading BG...OK
Stage loaded OK
  Allocating helpers...OK
Match RNG seed: 1449575862
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/ff3_0/ff3_0.def...
  Loading info...OK
  Loading cmd command set Elpizo.cmd...OK
  Loading cns Elpizo.cns...OK
  Loading cmd state entry Elpizo.cmd...OK
  Loading common states common1.cns...OK
  Loading sff Elpizo.sff...OK
  Loading anim Elpizo.air...Character ff3_0.def failed to load"

How do I fix this?
    

Re: Fighter Factory can't load the sprits I am trying to use.

 June 10, 2020, 06:31:29 AM View in topic context
avatar  Posted by Pizzaking405  in Fighter Factory can't load the sprits I am trying to use. (Started by Pizzaking405 June 09, 2020, 07:22:08 PM
 Board: M.U.G.E.N Development Help

Update: Solved the problem!

I changed what layout of Fighter Factory I was using and found the button I needed.
    

Fighter Factory can't load the sprits I am trying to use.

 June 09, 2020, 07:22:08 PM View in topic context
avatar  Posted by Pizzaking405  in Fighter Factory can't load the sprits I am trying to use. (Started by Pizzaking405 June 09, 2020, 07:22:08 PM
 Board: M.U.G.E.N Development Help

I try to load sprites into Fighter Factory but the files for the sprites do not appear.

Here's the process I'm using:

-I downloaded the sprite sheet

-I cropped the sprites in MS Paint

-I saved the sprites, and have tried both .png and 256 Color Bitmap .bmp files

-Open Fighter Factory Studio

-Click "Open sprites from a file"

-Go to the folder that contains the sprites

-"No items match your search"

-If I open my computer's file viewer and go to the same folder, the sprites are there just fine.

-I am using Fighter Factory Version 3.5.4.2018 (64 bits)

-I am using a Windows computer