add004basic

Started by Shiyo Kakuge, June 18, 2014, 05:46:41 PM

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LuizFilipeRN

i wonder... is there a way i can change the hitbox of the character's "tag out" animation so i can hit them in that state?
like in street fighter ex3 you could still hit the characters running off n all

jenngra505

#1461
When I try to play Jango's Pupa, this error pops up.
.\external\script\start.lua:1458: chars/Pupa/Pupa.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1458: in function 'f_selectSimple'
   external/script/main.lua:1970: in function <external/script/main.lua:1949>
   external/script/main.lua:2487: in function 'loop'
   external/script/main.lua:2966: in main chunk
   [G]: ?
Hopefully, I'll be able to make the little puffball on my profile pic someday.
(Credit to Zeku for the digitized 3D model used as reference and Scrollboss for the base and bits of line art that may have slipped into the final sprite)

Fauxcry

#1462
Quote from: NecusX on April 08, 2020, 07:47:46 PM
Quote from: STANLEY69 on April 08, 2020, 05:19:31 PM
So wait. Do we use the Ikemen Version for Mugen for now?
Mugen is not compatible with IKEMEN, you just need to wait till tatsu releases next update for mugen add004

I wish the old one was still up had a pc failure lost the addpie.exe but had all the other files can't find that blasted thing nowhere online and now I've moved on to Ikemen but with the latest update don't know how to convert characters making me retreat to my steam games until there is an update. Skyrim I'm coming Home.

Can I get help with this? I imported a character after testing it with kfm the tag patch works but when I add a character I get things like this right before the VS screen.

.\external\script\start.lua:1458: chars/Ruby Rose/Ruby Rose.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo
stack traceback:
   [G]: in function 'game'
   .\external\script\start.lua:1458: in function 'f_selectSimple'
   external/script/main.lua:2082: in function <external/script/main.lua:2064>
   external/script/main.lua:2487: in function 'loop'
   external/script/main.lua:2411: in function 'f_checkSubmenu'
   external/script/main.lua:2470: in function 'loop'
   external/script/main.lua:2966: in main chunk
   [G]: ?

STANLEY69

How do I enable or add Tag Cancel, Delayed Hyper Combo, and Team Hyper Combo just like Uno Tag System?

Gacel

#1464
Quote from: Fauxcry on June 14, 2020, 08:24:38 PM
Can I get help with this? I imported a character after testing it with kfm the tag patch works but when I add a character I get things like this right before the VS screen.

.\external\script\start.lua:1458: chars/Ruby Rose/Ruby Rose.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo

Quote from: jenngra505 on June 11, 2020, 12:49:30 AM
When I try to play Jango's Pupa, this error pops up.
.\external\script\start.lua:1458: chars/Pupa/Pupa.def:
data/add004/a4b_main.zss
data/add004/a4b_main.zss:4065:
未定義の関数: fnc_varaddoo

It seems that is caused because because Ruby has his own common1.cns that clashes with add004.
You could change.

stcommon = Ruby_common.cns

With:

st4     = Ruby_common.cns
stcommon = common1.cns

Similar process with Pupa.

It should override the all default mugen common states with the custom char ones while still keeping the new add004 ones.
But wait!! We haven't made the Suave Dude character yet!!

CrimsonK0F

I need help, everytime its the final round and i win using Adelheid by jin edited by zelgadis. The background and the character just becomes black, when its the first round and i win it shows the win pose. Is there a way to fix this!

CrimsonK0F

Quote from: CrimsonK0F on June 22, 2020, 04:02:26 PM
I need help, everytime its the final round and i win using Adelheid by jin edited by zelgadis. The background and the character just becomes black, when its the first round and i win it shows the win pose. Is there a way to fix this!

Fix it. And does anyone know how to disable the other 2 lifebars

junkerde

#1467
EDIT: I swear I keep fixing everything I ask in a few minutes, anyway I was stupid, I forget since he starts in mode 1, his run sprite is 10040 and not 40, so I changed the code to:

persistent(0) if (anim=10040) && (animtime=0) && (name="my_character") && (var(0)) && selfanimexist(100) { changeanim{value:10100} }
persistent(0) if (name="my_character") && (var(0)) && (anim=10100) { turn{} }

and everything worked. I'm really liking the way add004 has been implemented, easier code to understand vs mugen's psuedocode and I can just add exceptions in the common for characters instead of going to each characters cns, very convenient. Anyway, Below was my issue I just solved

Spoiler (click to show)
so im making a custom game and i added these lines to a4b_tag.zss for a certain character that switches between 2 modes, var(0) indicates hes in mode 1 (with a different set of sprites) so if hes in mode 1, he should be switching out with mode 1 sprites (running in and out of screen)

persistent(0) if (name="my_character") && (var(0)) && selfanimexist(100) { changeanim{value:10100} }
persistent(0) if (name="my_character") && (var(0)) && (anim=10100) { turn{} }

It works fine now...BUT which ever character switches out with him comes into the screen from the OPPOSITE side, so if im on the left and I switch out, the next character will come in (STATE #: 190194) all the way from the enemy side to its position, instead of switching out from the same side youre on. Any ideas whats wrong? I have no clue what to modify or where to add a condition in state 190194...


Tenma_1

This was probably asked before but how do i apply the lifebars and the fight.air, Common.snd, fight.sff  to any mugen that i have because i swapped them in before and all i got where the names only but no actual life bars or hit icons or super meter.

CrimsonK0F

Quote from: Tenma_1 on July 02, 2020, 05:11:07 AM
This was probably asked before but how do i apply the lifebars and the fight.air, Common.snd, fight.sff  to any mugen that i have because i swapped them in before and all i got where the names only but no actual life bars or hit icons or super meter.

Are you using the latest because if so it only works on ikemen.

xcheatdeath

Quote from: CrimsonK0F on July 02, 2020, 04:37:26 PM
it only works on ikemen.

wait really? if so can a mod move this thread to the ikemen section then?

CrimsonK0F

Quote from: Tay on July 02, 2020, 06:12:57 PM
wait really? if so can a mod move this thread to the ikemen section then?


There is a mugen version of add004 but it hasn't been updated

junkerde

#1472
edit:fixed

airforce111

not sure if it was just the way it was made, but adding some ignorehitpauses to the move cancels code makes it activate easier. I find the original you have to wait for your attack to no longer to make contact to cancel, which is kind of hatd.

supersmashgaming

It's so hard to find the latest version of add004pie. Do any one have it here?

Sweetpink

i love project
Social
Discord: Poutine#9896

airforce111

Quote from: Tay on July 02, 2020, 06:12:57 PM
Quote from: CrimsonK0F on July 02, 2020, 04:37:26 PM
it only works on ikemen.

wait really? if so can a mod move this thread to the ikemen section then?


Agreed, I think the author even prefers ikemen/ikemen go at this point anyway, all the development has moved there.

THE_LOST_HOPE

#1477
if you could answer these questions...
Is there a bars or indicator for the crush guard or dizzy?
*I have activated the native options of ikemen 0.94 and it doesn't behave like version 0.90 of add004basic






Dizzy and Guardcrush animations don't match states
Did the options or not change anything in options? ... that I had to modify for the dizzy and guardcrush to work according to add004


Flowrellik

Shiyo's back!
SFII Ryu released!