Hey Everyone! I have been to find out why this attack keeps spawning temporary afterimages of my character when I do the move. They would spawn across the screen for a few seconds then they would disappear. I looked through my CNS and I could not find anything that causes it. I have the link to a video of it right here.
I have looked to see if there was any code that I had put in there that causes this or if there was any statedef overlap that causes this, but I cannot find anything. I'd appreciate any help with this problem as I am not sure what else to look for.
Re: How Do You Make Sure Projectiles Do Not Disappear Offscreen?
Hi, thank you for your response. I removed the 'destroyself' part of the code but the projectile still disappears offscreen. I am not sure what else to do.
How Do You Make Sure Projectiles Do Not Disappear Offscreen?
Hi, everyone! I was wondering, with a projectile, it can keep going (depending on the coding) until it disappears offscreen. But what do you have to put in the code for a stationary projectile (like a trap) to not disappear offscreen?
I have the code here:
; ”g“®Œ Žã [Statedef 10007] type = S movetype= A physics = S ctrl = 0 anim = 1083 sprpriority = 2 velset = 0,0 poweradd = 50
[State 1000, PlaySnd] type = PlaySnd trigger1 = time = 0 value = 10,3 channel = 0
[State 1000, PlaySnd] type = PlaySnd trigger1 = animelem = 4 value = 20,0
[State 1000, Explod] type = Explod trigger1 = time = 0 anim = 8300 id = 8300 supermove = 1 sprpriority = 4 ownpal = 1
I have that folder like that with megamanX_Pizza.def/megamanX_Pizza.def because I always try to make sure that the character selection folder name syncs with the def file. It worked for a while but I do not know why the sff file won't load now. I have made them all as close as possible.
Hi, everyone! I have been trying to use Megaman X and he was working for the longest time before but now I am getting this error when I try to load him in my MUGEN.
Clipboard tail: Info: stage xwarmachine.def loading in pre-1.0 compatible mode Loading BG...OK Stage loaded OK Allocating helpers...OK Match RNG seed: 1396395048 Reset persist vars team 0 Reset persist vars team 1 Loading character chars/megamanX_Pizza.def/megamanX_Pizza.def... Loading info...Info: Megaman X loading in pre-1.0 compatible mode OK Loading cmd command set megamanX_Pizza.cmd...OK Loading cns Coding\System.cns...OK Loading cns Coding\Normal.cns...OK Loading cns Coding\Specials.cns...OK Loading cns Coding\EX Specials.cns...OK Loading cns Coding\Supers.cns...OK Loading cns Coding\Helpers.cns...OK Loading cmd state entry megamanX_Pizza.cmd...OK Loading common states common1.cns...OK Loading sff megamanX_Pizza.sff...Character megamanX_Pizza.def failed to load Exit with an error.
Is there something I need to change? Do I need to change the character's format? I appreciate your help and everyone have a great day!
Re: Lvl.3 Help! I Cannot Get The Super to Work In the Air.
Thank you for your response! It is doing something different, but it still does not work along with the ground version of the move, which is weird though. Here is the code
I would remove the "!" from the air version, but it would not work during a jump. I would remove the "!" from the code of the ground version, and then the air version would work but not the ground version of Genmu Zero. Also, X would be standing in the air after the Lvl. 3 and not fall to the ground, and I would be able to walk around without touching the ground until I jumped.
I do not know how to get both versions of this move to work and it is irritating. I tried changing the type of the aerial version in the CNS Statedef 60000081 to "A" for an Air type move too but it did not work.
Posted: July 09, 2022, 09:29:10 pm I managed to get the move to work in the air and on the ground, but there are still some problems with it. I have the CMND code here.
However, when X does Genmu Zero on the ground, he does the animation for the swing again after doing the move and when he does it in the air he does not fall to the ground afterwards.
;======================<GENMU ZERO>=================== ;Stand [Statedef 60000080] type = S movetype= A physics = N ctrl = 0 anim = 60000080 velset = 0,0 poweradd = -3000
[State 0, Explod] type = removeExplod trigger1 = time = 0 id = 400
[State 0, Explod] type = removeExplod trigger1 = time = 0 id = 600
[State 3000, NotHitBy] type = NotHitBy trigger1 = AnimElemTime(4) < 0 time = 1 value = SCA
[State 3000, No Corner Push] type = VarSet trigger1 = Time = 3 fvar(5) = 0
Hi everyone, I have been trying to code X to have Mr. Karate and Ranzaneko's Zero's Lvl. 3 "Genmu-Zero". I am able to get X to use the super on the ground, but there is an aerial version that I cannot get right. I have the code right here below.
;Aerial [Statedef 60000081] type = S movetype= A physics = S ctrl = 0 anim = 60000082 velset = 0,0 poweradd = -3000
[State 0, Explod] type = removeExplod trigger1 = time = 0 id = 400
[State 0, Explod] type = removeExplod trigger1 = time = 0 id = 600
[State 3000, NotHitBy] type = NotHitBy trigger1 = AnimElemTime(4) < 0 time = 1 value = SCA
[State 3000, No Corner Push] type = VarSet trigger1 = Time = 3 fvar(5) = 0
[State 0, NotHitBy] type = NotHitBy trigger1 = time = 1 value = SCA time = 40
[State 2100, State] type = ChangeState trigger1 = time > 100 value = 50 ctrl = 1
As always, I greatly appreciate any help anyone can give for this question as I do not know what it is I am missing to make this move work. Everyone have a great Fourth of July. Thank you!
Re: How Do You Increase the Duration of the Knockdown for A Move?
Hi, again everyone! I was wondering, how do you increase how long a move has an opponent knocked down and unable to stand up again after an air combo? I am asking this because of the UMVC3-styl combo system where you could do relaunches on the opponent to pick them up from the ground after a hard knockdown. I have tried to do it through the air.velocity section of the HitDef state controller for some of my Megaman X's moves, but I am not sure what else I can do to increase knockdown duration? If anyone has any answers and help for this questions I would greatly appreciate it. Thank you everyone!
Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?
Thank you again PlasmoidThunder! I wanted to give what I put to solve this question. At the end of the coding for the air version of the move, I decided to put this.
[State 1900, 11] type = ChangeState trigger1 = vel y > 0 ;Falling trigger1 = pos y >= 0 ;Hit the ground value = 52 ctrl = 1
For both positions for the y value, I think it makes the triggers read now so that whenever X is any distance above the ground, the conditions are met where he can perform the move in the air. Thank you for your help again, and this topic is solved!
Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?
Thank you again PlasmoidThunder! I was going too fast and I left out the animation for the air version of the move. The uppercut works during a super jump. However, he just teleports to the ground during a normal jump. Is there a way to fix that?
Re: How Can I Make This Attack An Air Move That Can Be Performed While Jumping?
No, there is no part of the move happening in the air. It does look like he is going to go down into the ground to teleport up under the opponent for the uppercut. However he is frozen midjump without anything else happening.
Here is what the move looks like along with the problems I am having:
Thanks Plasmoid, but my character still gets frozen right above the ground when I try to perform the move in the air. I do not know what else I am missing. I have this so far.
[Statedef 60000068] type = A movetype = A poweradd = 100 physics = N ctrl = 0 anim = 60000068 velset = 0,0 chain.id = 1000