Hello everyone. This is my first post. Last week I learned how to work with mugen, so i'm a beginner. Now there is a problem which i don't know how to fix!The problem is:I just *converted cammy from street fighter the movie to a mkp character (*just changed the size and added dizzy codes). I can perform fatalities and also stage fatalitis on her. But...For example, in the dead pool stage: whle doing the stage fatality, she does not disappear while falling into the poll and instead, she makes a clone out of herself right above the pool and just stands there looking. (State 0). I think it is related to the pits but i don't know how to code it. Copy pasta didn't work. Or in bell tower, she falls down but then disappears and the screen goes up and black.Any help would be appreciated.
What you would want to do is find a character that everything works perfect on. When playing, use Debug by pressing CTRL+D. You should see info pop up on the screen. Keep pressing CTRL+D and cycle through all the info. You'll see it shows multiple sets. The first set is for Player 1, the second is for Player 2. There can be more than 2 sets of info. Set debug to watch player 2.Move around with Player 2 and you'll see the info change. If not, keep using ctrl+D until you notice it work. Once you have P2 in debug, perform the fatalities on P2 so he goes into the pool. You want to take not of the Anim= and the State= values. Then open the P2 character and look through those animations and states. Compare what you have in your Cammy character for those animations and states. Before you edit anything, make sure your Cammy doesn't use those animations or states for other moves. If Cammy doesn't have those animations or states, add them to her. If she does you'll have to reorganize the code.Let us know if you get stuck on anything.
You just turned the light on in my mind. I used debug and boom... the helper for the other character catched my eye. I tested the converted character and saw no helper so copy pastaaaaa...Here are the codes for the deadpool stage that fixed the CLONE bug. I hope they help people that face the same problem like me.[State 9000, 1]type = Explodtrigger1 = time = 0anim = F3000postype = p1pos = -6,23bindtime = 1scale = 1,0.8sprpriority = -4ownpal = 1trans = addalphaalpha = 256,50+200*(var(11) = 1)[State 9000, 1]type = Explodtrigger1 = time = 0anim = F3001postype = p1pos = -6,23bindtime = 1scale = 1,0.8sprpriority = -6ownpal = 1trans = addalphaalpha = 256,50+200*(var(11) = 1)[State 9000, 1]type = helpertrigger1 = time < 8stateno = 4103facing = ifelse(abs(helper(6969),parentdist x) > 380,1,1-2*(random%2))pos = 0,-4*timepostype = p1[State 9000, 1]type = varsettrigger1 = time = 7v = 26value = 1[State 9000, 1]type = velsettrigger1 = time = 8y = 0[State 9000, 1]type = possettrigger1 = time = 8y = var(57)[State 9000, 1]type = lifeaddtrigger1 = time = 8value = -9999[State 9000, 1]type = selfstatetrigger1 = time = 8value = 5150[Statedef 4103]; deadpool splashtype = Smovetype= Iphysics = Nctrl = 0velset = 0,0anim = 888[State 9000, 1]type = varsettrigger1 = time = 0v = 11value = gametime%3[State 9000, 1]type = varsettrigger1 = time = 0v = 12value = pos y+25[State 9000, 1]type = Explodtrigger1 = time = 0anim = F3002ID = 301postype = p1pos = 0,0bindtime = -1removetime = -1scale = 1-0.2*var(11),1-0.2*var(11)sprpriority = -4ownpal = 1trans = addalphaalpha = 256,50+200*(parent,var(11) = 1)[State 9000, 1]type = veladdtrigger1 = time = 0x = 1+0.3*(random%7)y = -4-random%5[State 9000, 1]type = veladdtrigger1 = time > 0y = 0.3[State 9000, 1]type = removeExplodtrigger1 = pos y > var(12)ID = 301[State 9000, 1]type = Explodtrigger1 = pos y > var(12)anim = F3003postype = p1pos = 0,0bindtime = 1scale = 1-0.2*var(11),1-0.2*var(11)sprpriority = -4ownpal = 1trans = addalphaalpha = 256,50+200*(parent,var(11) = 1)[State 9000, 1]type = destroyselftrigger1 = pos y > var(12) && vel y > 0[Statedef 4104]; deadpool skeletontype = Smovetype= Iphysics = Nctrl = 0velset = 0,0anim = 888