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pause......causing problems for assertspecial

Started by BC, June 14, 2008, 10:16:08 PM

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BC

hi guys, my problem im having is im using assertspecial to disble lifebars and music during my hyper attack im adding a slow motion effect during a certain part of the move. my problem is, the pause makes my lifebars flash when i want them to be turned off....it works when pause isnt added.. heres my code

[State 3001, Pause]
type = Pause
trigger1 = (gametime%2)
time = 3

[State 3001, AssertSpecial]
type = AssertSpecial
trigger1 = anim = 3001
flag = NoBarDisplay
flag2 = NoMusic
ignorehitpause = 1
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Anjel

Dunno if you can fix that but try this:

Make a helper that disables the music and bars. And make the helper be able to move when having pause.
Iirc its:
pausemove = -1
or
pausemovetime = -1
My shitty mugen stuff:

BC

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BC

ok doesnt seem to be working, but that could be that i havent coded the helper the correct way here is the code......

[State 3001, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "no music and bar"
ID = 31001
stateno = 31001
pos = 0,0
postype = p1
facing = 1
pausemovetime = -1

;helper
[statdef 31001]
physics = N

[State 31001, AssertSpecial]
type = AssertSpecial
trigger1 = anim = 3001
flag = NoBarDisplay
flag2 = NoMusic
ignorehitpause = 1

[State 31001, DestroySelf]
type = DestroySelf
trigger1 = !animtime

the problem now is after animation 3001 is activated it projects another gouki on screen.
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Negative Edge

#4
change this,
trigger1 = anim = 3001

into this,
trigger1 = 1

Something else I noticed,
also you are using !animtime to destroy your helper. There is no animation set for that helper inside its states. you can use a regular time trigger to destroy it meaning look at the debug screen, find the helper you are creating and look at the ticks for that helper when its activated. at the time when you what that helper destroyed, pause mugen and see where the ticks stop at and use that as a time trigger.

BC

#5
Quotechange this,
trigger1 = anim = 3001

into this,
trigger1 = 1

no luck ???
thanks tho

and why is it showing another gouki in stance?

any other suggestions?

QuoteSomething else I noticed,
also you are using !animtime to destroy your helper. There is no animation set for that helper inside its states. you can use a regular time trigger to destroy it meaning look at the debug screen, find the helper you are creating and look at the ticks for that helper when its activated. at the time when you what that helper destroyed, pause mugen and see where the ticks stop at and use that as a time trigger.


ok ill give it a try thanks
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BC

#6
ok  i used debug mode in mugen, and when going into the super move, the helper (state 31001) ended around time = 42, which is the original time i put for the destroyself trigger.

but this came up on screen

297: warning: player no music and bar (34) in state 31001:
changed to an invalid state 31001(from state 0)
297: warning: player akuma (32) in state 31001: illegal helper pausemovetime


so one of the problems is pausemovetime = -1 which anjel stated to try

akuma in state 31001 is the problem im having also becuase he appears so theres a 3rd character on screen.

not sure how the helper changed to an invalid state from state 0?


EDIT: just tried pausemove = -1, now the illegal pausemovetime error has dissapeared, but i heard from p.o.t.s that pausemovetime and supermovetime are only effective...and supermove and pausemove arent
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Negative Edge

As far as what pots said, he is right. I know pausemove and supermove is in FF by default.

also if you dont mind, post the entire code, if you havent already from your first post, and explain what excatly you are trying to get accomplished. I am aware of the no music and lifebar display issue from earlier but the helper states as far as when you want it destroyed and what the actually character is doing for that helper to activate, explain that and show the codes for it.

BC

ok firstly i fixed the invalid state 31001(which i now changed to 3009 just to make easier)
i noticed there was an error thats why it was invaid, i typed statdef instead of statedef so technically no state was created. im stilll getting the problem of another akuma apearing on screen as the helper is activated. as far as the move goes.....he dashes across screen with fire on his fist. hits the character and moves through them using playerpush
then whilst  p2 is stunned he turns his back on them and says "shoush" and a bolt of lightning hits the opponent.  The move works great untill i added the helper now im getting a 3rd akuma lol. heres the code anyway......


;fist of fury
[statedef 3001]
type = S
physics = S
movetype = A
anim = 3001
ctrl = 0
sprpriority = 2
velset = 0,0
poweradd= -1000

[State 3001, Pause]
type = Pause
trigger1 = (gametime%2)
time = 3

[State 3001, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "no music and bar"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1
facing = 1
pausemove = -1


[State 3001, BGPalFX]
type = BGPalFX
trigger1 =anim = 3001
time = 1
add = 0,0,0
mul = 10,10,10
invertall = 0
color = 256

[State 4000, Afterimage]
type = AfterImage
trigger1 = !time
length = 15
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
TimeGap  = 2
FrameGap = 3
Trans = none
time = 27

[State 3001, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 25
anim = S8111
pos = 5,-70
sound = S8000,0
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1

[State 3001, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1293
ID = 1293
pos = 106,-71
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 4

[State 3001, Explod]
type = Explod
trigger1 = time = 0
anim = 2003
ID = 2003
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
postype=p1
pos=ceil(rootdist x),ceil(rootdist y)
removetime=-2
supermovetime=300
scale=.75,.75

[State 3001, Explod]
type = Explod
trigger1 = time = 0
anim = 8110
ID = 8110
pos = 5,-70
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
supermovetime=300
sprpriority = 0

[State 3001, VelSet]
type = VelSet
trigger1 =(gametime%2)
x = 20

[State 3001, 1]
type = HitDef
trigger1=time = 0
attr=S,HA
damage=100
animtype =hard
guardflag=MA
hitflag=MAF
priority=3, Hit
pausetime=2,100
sparkno = S7003
sparkxy = -5,-76
hitsound=S4250, 3
guardsound=6, 0
ground.type=High
ground.slidetime=5
ground.hittime=12
ground.velocity = -4
airguard.velocity =-1.9,-.8
air.type = High
air.velocity =-1.4,-3
air.hittime =12
envshake.time =30
envshake.freq =100
palfx.time = 32
palfx.add = 224,68,-40
palfx.mul = 256,192,128
palfx.sinadd = -160,-160,-160,14
palfx.color = 0
palfx.invertall = 1
kill=0

[State 3001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S4250,1
volume = 200

[State 3001, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3001, Turn]
type = Turn
trigger1 =time = 41

[State 3001, ChangeState]
type = ChangeState
trigger1 = time = 41 && movehit
value = 3002
ctrl = 0

[State 3001, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;==========================================
[statedef 3002]
type = S
movetype = I
physics = S
ctrl = 0
anim = 3002
sprpriority = 2
poweradd = 0

[State 3002, AssertSpecial]
type = AssertSpecial
trigger1 = anim = 3002
flag = NoBarDisplay
flag2 = NoMusic
ignorehitpause = 1

[State 3001, BGPalFX]
type = BGPalFX
trigger1 =anim = 3002
time = 1
add = 5,5,5
mul = 30,30,30
invertall = 0
color = 256

[State 3002, Helper]
type = Helper
trigger1 = time = 60
helpertype = normal
name ="lightning"
ID = 3003
stateno = 3003
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 0

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = animelem =10
value = S0, 3002
volume = 255

[State 3002, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 0
ctrl = 1

[statedef 3003]
type = A
movetype = A
physics = N
velset = 0,0
anim = 11676
poweradd = 0

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,3003
volume = 255

[State 3003]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage = 100
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 10
sparkno = 0
sparkxy = 500,500
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.freq = 200
envshake.time =30
envshake.ampl = 8
palfx.time = 40
Palfx.add = 100,100,180
Palfx.sinadd = -80,-80,-80,10
Palfx.color = 0
Palfx.invertall = 1
fall = 1

[State 3003, EnvColor]
type = EnvColor
trigger1 = animelem = 2
value = 255,255,255
time = 3

[State 3003,end]
type = DestroySelf
trigger1 = !animtime


;helper
;helper
[statedef 3009]
physics = N

[State 3009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = NoMusic
ignorehitpause = 1

[State 3009, DestroySelf]
type = DestroySelf
trigger1 = time = 41
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Negative Edge

#9
So if everything is working and the clone is the problem, change

Quote[State 3009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = NoMusic
ignorehitpause = 1

into

Quote[State 3009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = NoMusic
flag3 = invisible
ignorehitpause = 1

and add this into the last helper state

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA



Cyanide

You'll need a nothitby as well.

Most people code invisible animations with no hitbox for helpers like that. It removes some rubbish that you have to deal with.

Invisible animation =

-1, 0, 0,0, -1

That won't display a sprite.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.

Negative Edge

yep, i just updated my last post when you were posting. :P

here is the full layout for that last no music helper.

[statedef 3009]
physics = N

[State 3009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = NoMusic
flag3 = invisible
ignorehitpause = 1

[State 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3009, DestroySelf]
type = DestroySelf
trigger1 = time = 41

Cyanide's method will work also but the choice is up to you.

BC

QuoteYou'll need a nothitby as well.

Most people code invisible animations with no hitbox for helpers like that. It removes some rubbish that you have to deal with.


cheers mate that worked, i should have known to add a nothitby becuase i add them for my helper projectiles so p2 cant hit them and turn them into p1. i just didnt realise p1 can hit them too :o

this is my code now

;helper
[statedef 3009]
physics = N
anim = 3009

[State 3009, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 3009, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = NoMusic
ignorehitpause = 1

[State 3009, DestroySelf]
type = DestroySelf
trigger1 = time = 41

yea i know i dont need all them values on the nothitby, but i cant be arsed to remove them lol

ok so the main problem now is the lifebars are still flickering and wont dissapear during the pause code i added
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Negative Edge

Quote from: blackchaos07 on June 15, 2008, 01:33:43 AM
ok so the main problem now is the lifebars are still flickering and wont dissapear during the pause code i added

in that helper you have pausemove = -1, it needs to be pausemovetime = -1.

If you get a flood of errors because of the -1 in your pausemovetime then add a high value number.

Example:

pausemovetime = 999999999999
also add
supermovetime = 999999999999

so your helper block should look like this,


[State 3001, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "no music and bar"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1
facing = 1
pausemovetime = 999999999999
supermovetime = 999999999999

see if that works out for you.

BC

finally it works lol thanks ninno and cyanide.

[State 3001, Helper]
type = Helper
trigger1 = time > 0
helpertype = normal ;player
name = "no music and bar"
ID = 3009
stateno = 3009
pos = 0,0
postype = p1
facing = 1
pausemovetime = 999999999999
supermovetime = 999999999999

i changed my trigger to time > 0 works best for the move.
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Negative Edge