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Problems with movement remapping

Started by Bannana, October 31, 2009, 09:06:45 AM

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Bannana

Doing some basic command testing, switching around the buttons for each move, and I ran into a bit of trouble.

Wasn't even sure if changing forward and backward movement from the directional commands to button commands (a,b,c, etc.) actually worked.
When you test after changing these, pressing the buttons the movement was remapped to doesn't activate any movement whatsoever. I then tried this with the running and hopping back commands and found that when I double tapped 'a' to run, the character warped (lack of better word for blinking and moving about a centimeter, then stopping). This does not always take place though, as half the time it doesn't move at all.

The attacks I mapped to directional keys work fine (except for up, as even though I remapped it, a jump is still initiated)

I'm thinking that directional remapping of commands is borderline impossible, but I'm still unsure.

Commands:
[Command]
name = "FF"     ;Required (do not remove)
command = a, a
time = 10

[Command]
name = "BB"     ;Required (do not remove)
command = b, b
time = 10
[Command]
name = "a"
command = D
time = 1

[Command]
name = "b"
command = F
time = 1

[Command]
name = "c"
command = U  <----Doesn't work as remapped
time = 1
[Command]
name = "holdfwd";Required (do not remove)
command = $a
time = 1

[Command]
name = "holdback";Required (do not remove)
command = $b
time = 1

Cyanide

They're inbuilt commands. Up will send you to state 40. It's not a .cmd file based thing.

You can work around it OK if you have something else send you to state 40, and alter what up does in the .cmd itself. It's been done before. Characters like R-type remove the function altogether. If you want an example, the one's i can think of ATM are a bit old but Combo Kyo's "game accurate" sonic characters have Up as look up rather than a jump.


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.

Bannana

Quote from: Cyanide on October 31, 2009, 09:24:32 AM
They're inbuilt commands. Up will send you to state 40. It's not a .cmd file based thing.

You can work around it OK if you have something else send you to state 40, and alter what up does in the .cmd itself. It's been done before. Characters like R-type remove the function altogether. If you want an example, the one's i can think of ATM are a bit old but Combo Kyo's "game accurate" sonic characters have Up as look up rather than a jump.
That's a bit of what I was expecting, because it's dependent on the common file, right?

Additionally, any information about the forwards and backwards movement issues?

Cyanide

Oops, missed those. For run breaking, you're not using a hold command /a is hold $a is erm, impossible.

Walk is inbuilt again. Lock yourself into it while command = "holdfwd" that way the engine won't just drop you out.


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.

Bannana

Quote from: Cyanide on October 31, 2009, 09:44:16 AM
Oops, missed those. For run breaking, you're not using a hold command /a is hold $a is erm, impossible.

Walk is inbuilt again. Lock yourself into it while command = "holdfwd" that way the engine won't just drop you out.
Explain what you mean by locking myself into the command.


Additionally, I just have two more problems that have popped up.

- Blocking is initiated through pressing both a and b down and holding them. When you press both and are attacked, the character does not go to a block, but rather it is not activated and he is hit. I believe it stems from the fact that a & b do not work for movement, but I'm not too sure.
[Command]
name = "Block"
command = /a+b
time = 1

- At one point yesterday I thought fixed the jumping problem, as the character did not jump when I pressed down the up-directional key. I was editing around other areas and was testing them after that. Strange enough, the jump forced itself in even though I disabled it in the character's common file.
I think it might be because I did tried to disable it the incorrect way.
; Jump Start
;[Statedef 40]
;type    = S
;physics = S           <------ I basically did this through the entire jump coding, to see if it
;anim = 40                         would work. My opinion now is that it did not work as thought.
;ctrl = 0
;sprpriority = 1

;[State 40, 1]
;type = VarSet
;trigger1 = Time = 0
;sysvar(1) = 0

Opinions or thoughts about these?

Xinos

I disable jumping by removing all the coding from the jump states, so it's the main statedef, and the changestate left in. Like this:

Quote;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 40, 6]
type = ChangeState
trigger1 = 1
value = 0
ctrl = 1

There's probably a more better way though.