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Active Tag system

Started by PotS, December 02, 2022, 03:54:21 PM

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Smoker5

Why does it throw me an error?







; -=====================================================-
; Configuration file for Ikemen GO
; -=====================================================-
; -------------------------------------------------------------------------------
; Common data running on characters, affecting match globally.
; Common parameters support arrays with comma-separated values.
; Multiple categories can be specified by appending a unique numeric suffix to
; their names (e.g., States0 = ..., States2 = ...).
[Common]
; Common animations using character's local sprites
Air     = data/common.air
; Common commands
Cmd     = data/common.cmd
; Common constant variables
Const   = data/common.const
; Common states (CNS or ZSS)
States  = data/functions.zss, data/action.zss, data/dizzy.zss, data/guardbreak.zss, data/score.zss, data/system.zss, data/activetag.zss, data/training.zss
; Common packs of graphic and/or sound effects called during the match by using
; a specific prefix before animation and sound numbers (like lifebar fightfx)
Fx      =
; External modules (no need to add modules placed in external/mods directory)
Modules =
; Pure Lua code executed on each frame during match
Lua     = loop()




PotS

It looks like you have a recent version of Ikemen but an old version of the tag code. Try the latest version.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Emiliux81

I have the font "%tag" enormous, how does it become smaller?

Emiliux81

Quote from: XANDERAC on July 23, 2023, 12:27:16 AM


I'm not sure why I keep getting these Survival Report sprites from the bonus games showing up, I had thought it was my version so I got 0.98.2, redownloaded all my characters to ensure all the previous coding in them was gone, even redownloaded the screenpack/lifebars but I still keep getting these boxes popping up, didn't see anyone else mention it on here.

Edit:
Assumed they were files from the screenpack/lifebar but can't find these in either of the sff files, so I'm not sure where they're coming from.

Edit:
I believe it was due to some files from the screenpack I was using, despite downloading it and Ikemen, as well as all the characters again, it had issues, I tested it using a updated version and it seems fine now.

How did you shrink the font "%tag", under the Lifebars?

ChaosReaper05

Just open the ZSS file with a notepad. The first few lines should be config options, so just look for the ones that change the text.

kamui 2.0

Quote from: ChaosReaper05 on April 10, 2025, 12:44:54 AM
Just open the ZSS file with a notepad. The first few lines should be config options, so just look for the ones that change the text.

Hi POTS, again, how I set up to make to select the same lifepower with more than one char with warusaki3's char in tag version ?


TheDCfanXO

Hello. Firstly, amazing work on the tag system. Secondly, I am trying to implement the system into a full game I am creating, and have a few questions. 1. Is it possible to give the characters sounds to being tagged in and out like in some other fighters, and if so how do I do that?  2. I am running into an issue where when I try to do a super move with my tagged-in character, the other guy tags in instead and does it. This seems to happen only with one move, so its probably me being dumb, but any input would be much appreciated. 3. My game uses a ranking system where you are given a grade at the end. In my case when using the active tag, since both characters show  up, and both of them are ranked individually, which leads to some messy stuff. Is there any param I can use in FF to see who is tagged in or out? Thanks so much inn advance :)

Trinity_Blaze

i saw somebody post the same thing but, this the recent tag update from the mediafire (1/26/25) folder and with the recent ikemen on github, and its giving me this error? am i still doing something wrong?

.\external\script\start.lua:1403: chars/Vergil/vergil1_unotag.def:
./data/activetag.zss
data/activetag.zss:1013:
Invalid data: sca
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1403: in function 'f_game'
   .\external\script\start.lua:1839: in function 'launchFight'
   external/script/default.lua:2: in function <external/script/default.lua:0>
   .\external\script\start.lua:1457: in function 'f'
   external/script/main.lua:3069: in function 'loop'
   external/script/main.lua:3189: in function 'loop'
   external/script/main.lua:4156: in main chunk
   [G]: ?

PotS

Quote from: kamui 2.0 on April 23, 2025, 07:34:38 AM
Hi POTS, again, how I set up to make to select the same lifepower with more than one char with warusaki3's char in tag version ?
I'm not sure what you mean. Maybe it's the same as the other lifebar question you asked?

Quote from: TheDCfanXO on May 09, 2025, 10:08:56 AM
Hello. Firstly, amazing work on the tag system. Secondly, I am trying to implement the system into a full game I am creating, and have a few questions. 1. Is it possible to give the characters sounds to being tagged in and out like in some other fighters, and if so how do I do that?  2. I am running into an issue where when I try to do a super move with my tagged-in character, the other guy tags in instead and does it. This seems to happen only with one move, so its probably me being dumb, but any input would be much appreciated. 3. My game uses a ranking system where you are given a grade at the end. In my case when using the active tag, since both characters show  up, and both of them are ranked individually, which leads to some messy stuff. Is there any param I can use in FF to see who is tagged in or out? Thanks so much inn advance :)
1 - Yes. My own chars have tag voices so you can check them out. Or you can code the voice directly in the tag code, but there's no need to
2 - Could be some char that is incompatible with tag, or an altered tag code
3 - The TeamLeader trigger returns the player number of the active character

Quote from: Trinity_Blaze on June 11, 2025, 11:22:09 PM
i saw somebody post the same thing but, this the recent tag update from the mediafire (1/26/25) folder and with the recent ikemen on github, and its giving me this error? am i still doing something wrong?

.\external\script\start.lua:1403: chars/Vergil/vergil1_unotag.def:
./data/activetag.zss
data/activetag.zss:1013:
Invalid data: sca
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1403: in function 'f_game'
   .\external\script\start.lua:1839: in function 'launchFight'
   external/script/default.lua:2: in function <external/script/default.lua:0>
   .\external\script\start.lua:1457: in function 'f'
   external/script/main.lua:3069: in function 'loop'
   external/script/main.lua:3189: in function 'loop'
   external/script/main.lua:4156: in main chunk
   [G]: ?

Probably your nightly build is older than the Active Tag nightly version. Or if you have Ikemen versions 0.99 or 0.98.2 you'll need the respective tag version.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

HassouTobi

when using the UMVC3-styled Touhou characters by Rellua (obtained from the mugen freeforall catalog) and doing any move that causes a hard knockdown, the opponent is stuck on the ground frozen forever, and this happens in tag mode exclusively.

PotS

Does it also happen with default tag? Can you upload or link the char?
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.


TurboTomahawk06

Some characters just don't work with Active Tag, sorry to say.