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Super isn't working as intended (Read 1472 times)

Started by daonlylonely, June 08, 2024, 05:44:09 pm
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Super isn't working as intended
#1  June 08, 2024, 05:44:09 pm
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I'm not 100% sure if this falls under development help as I'm basically just adding a "new" super to a character made by someone else so lemme know if this belongs elsewhere and I'll move the thread. Anyway, here's my issue.

The Morrigan I'm using has two modes: Normal and Arranged. I'm trying to make her Darkness Illusion super look different when she's in Arranged mode.

This is what it's supposed to look like:


This is what I ended up with:


As you can see, her jet streak FX and Lilith helper aren't showing up and I'm having trouble figuring out why. I'd appreciate it if someone could tell me where I went wrong. I'll post ALL of the code in her cmd, Supers.cns and Helpers.cns files below in the form of replies to this thread otherwise I won't be able to post this.

I labelled the super as Darkness Illusion (Arranged) and the helper as Darkness Illusion Lilith (Arranged). Anything else you may be looking for should be easily found using Ctrl + F.

I'm using Mugen 1.1

Edit: Turns out I can't post the entirety of the Supers.cns and Helpers.cns code since it's too long so I guess this will have to do. Just let me know if you need anything.
Last Edit: June 08, 2024, 06:14:12 pm by daonlylonely
Re: Super isn't working as intended
#2  June 08, 2024, 05:51:46 pm
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cmd file
Spoiler, click to toggle visibilty
Re: Super isn't working as intended
#3  June 08, 2024, 06:08:16 pm
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Helpers
Spoiler, click to toggle visibilty
Re: Super isn't working as intended
#4  June 08, 2024, 06:12:57 pm
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Supers.cns
Spoiler, click to toggle visibilty
Re: Super isn't working as intended
#5  June 10, 2024, 02:54:08 pm
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Not seeing
[State 3600, Jet Booster FX]
type = Helper
trigger1 = AnimElemTime(4) >= 0 && !NumHelper(6020)
helpertype = normal
stateno = 6020
ID = 6020

But usually when some FX and/or helpers don't show up, it's because they have a destroyself or a changestate watching the root/parent.
Because you're changing the root/parent's properties, the animation(s) or the statedef(s) it can instantly disappear on tic 0.

You can use ctrl+d to cycle the debug info from player1 to player2 to helper to off to back to player 1.  You'll be able to swap off of player 2 to the helper once the move is active. Then you'll see it say disabled once the move is finished. After that do the broken move and see if anything happens.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Super isn't working as intended
#6  June 10, 2024, 03:19:20 pm
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This is my first time using Ctrl + D so lemme know if I did something wrong but this is what I see after doing as you said. I switched it to the "Helper" (or at least whatever is after player 1 and 2) and waited till the move is finished and then starting recording as I did it again.

Last Edit: June 10, 2024, 03:36:00 pm by daonlylonely
Re: Super isn't working as intended
#7  June 11, 2024, 12:57:34 am
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Around 8014  seem to pop up a lot. and 6105 right at the end. So you can see what animation debug pops up. State 6105 is using anim 6101. So use Fighter Factory to look at anim 6101 and see what it is on screen.

One thing to know about with debug, it'll spawn the helper as the info in the bottom left, then post disabled. If a 2nd helper is spawned in while you're looking at the 1st one's info, you'll have to hit ctrl+d again to switch to the 2nd helper.
On top of that, you can see how info keeps popping up on screen? If only 1 helper is spawned in that same helper's info will be posted until it's destroyed. If a 2nd helper is spawned after the 1st, it's info shows up, but if the 1st helper is reactivated, debug doesn't switch back to it.

Next time post the entire screen. I have a feeling the 8000s are the hitsparks but I can't see what's going on 100%.

One test I like to do when working with stuff that isnt showing up, is to just put it's Helper inside of statedef 200. So I can standing light punch to activate it. This way power level and a complex button press for the ultra doesn't matter. I just press LP and it fires off. That'll also help you know if it's instantly deleting itself.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Super isn't working as intended
#8  June 11, 2024, 09:21:16 am
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Yeah that was my bad. I probably should've uploaded the video with the values magnified instead. This is the same video without any changes.



Thanks for all the pointers you given so far though. I'm still a novice at Mugen so these things will more than likely take a while for me to figure out not to mention a shit ton of trial and error :P
Re: Super isn't working as intended
#9  June 17, 2024, 07:55:50 am
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Reading through the code again.

[State 3700, End]
type = ChangeState;DestroySelf
trigger1 = !IsHelper(3700) || Root,StateNo!=3701
value = 1016
ignorehitpause = 1

Root,StateNo!=3701  <<<This seems like it could instantly get rid of the helper.
One thing you might want to look into is making a basic test of the two things youre missing. Spawn the jets on standing low kick and make sure it doesnt instantly kill itself, and do the same thing for the tag team partner on standing light punch.
I'm not 100% sure on your placement math, but it looks good to me. But change your changestate/destroyself in the helpers to time >=600 just to see if they show up.
Make sure you're calling the right animations also.
vVv Ryuko718 Updated 10/31/22 vVv
Re: Super isn't working as intended
#10  June 17, 2024, 12:47:25 pm
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Alright, I'm pretty close to finally getting it work properly...



I think I've also cracked the code on why Morrigan's Jet Streak FX wasn't working. It's probly because I didn't add triggers for the animation in the helpers file.

Looks like I'll have to add stuff to this for it to work.
Code:
[State 6020, ChangeAnim: Straight Up]
type = ChangeAnim
trigger1 = Anim!=6022
trigger1 = Root,Anim=110 || Root,Anim=3401
value = 6022

[State 6020, ChangeAnim: Straight Forward]
type = ChangeAnim
trigger1 = Anim!=6025 && (Root,Anim=3200 || Root,Anim=3400)
value = 6025

[State 6020, StopSnd]
type = StopSnd
trigger1 = (Root,StateNo!=[100,105]) && (Root,StateNo!=[3200,3201]) && (Root,StateNo!=[3250,3251]) && (Root,StateNo!=[3400,3401])
trigger2 = Root,Anim!=100 && Root,Anim!=105 && Root,Anim!=110 && Root,Anim!=3200 && (Root,Anim!=[3400,3401])
trigger3 = Root,Anim=3401 && Root,AnimElemTime(56)<0
channel = 0

[State 6020, End]
type = DestroySelf
trigger1 = (Root,StateNo!=[100,105]) && (Root,StateNo!=[3200,3201]) && (Root,StateNo!=[3250,3251]) && (Root,StateNo!=[3400,3401])
trigger2 = Root,Anim!=100 && Root,Anim!=105 && Root,Anim!=110 && Root,Anim!=3200 && (Root,Anim!=[3400,3401])
trigger3 = Root,Anim=3401 && Root,AnimElemTime(56)<0

I tried adding in the triggers myself earlier but I was unable to figure out the appropriate way to do it. I'd appreciate it if you could tell me the proper way to add additional triggers. Also, thanks for pointing out Root,StateNo!=3701. That was quite the oversight on my part.
Last Edit: June 20, 2024, 10:21:02 am by daonlylonely
Re: Super isn't working as intended
#11  June 17, 2024, 06:16:01 pm
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Yeah, it's not a bad way of doing the destroyself/changestate in a helper. If your move goes from one state to another, you could always modify it to read
 Root,StateNo!=[3700,3718]
This way you'd be able to have 19 states. 3700,4699 would be 1,000 states.


trigger1 = Root,Anim=110 || Root,Anim=3401     <<< are we in 3701? or does it need to fire off in 3401 also?
vVv Ryuko718 Updated 10/31/22 vVv
Re: Super isn't working as intended
#12  June 17, 2024, 06:19:47 pm
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To my understanding, all I have left to do is to add 3600 into "straight forward" and 3601 into "straight up". And then I also need to add those two to "StopSnd" and "End".

3700 onwards is the helper and her streaks are working fine.

Thing is, after at least half a dozen tries, I still can't figure out how to properly add in additional triggers.
Last Edit: June 20, 2024, 12:19:48 pm by daonlylonely
Re: Super isn't working as intended
#13  June 21, 2024, 06:05:33 am
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So sometimes when you can't get a new trigger to fire off, it's because of a triggerAll. If the triggerAll doesn't work, Mugen cancels the whole thing. Because ALL of the other triggers don't work.
When I run into major problems trying to get additional triggers to work, I just duplicate the whole thing and get rid of the original triggers and put in the new triggers. So I have 2 of the same thing, just with different triggers. This can also help with debugging.

----
The way you have your destroyself set up, making a second block wont help. Those triggers are looking for not equal. So even if you make a 2nd block, those triggers will still equate.

For the 3600, on the destroyself it looks like you'd have to include a != for both triggers 1 and 2.
vVv Ryuko718 Updated 10/31/22 vVv
Last Edit: June 21, 2024, 06:14:06 am by Odb718
Re: Super isn't working as intended
#14  June 21, 2024, 06:08:04 am
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Do you think you could just type out how you'd do it? My knowledge on this is still quite lacking.
Re: Super isn't working as intended
#15  June 21, 2024, 06:16:52 am
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I'm not 100% positive
[State 6020, ChangeAnim: Straight Up]
type = ChangeAnim
trigger1 = Anim!=6022
trigger1 = Root,Anim=110 || Root,Anim=3401
trigger2 = Anim!=6022 && Root,Anim=3601
value = 6022
 
[State 6020, ChangeAnim: Straight Forward]
type = ChangeAnim
trigger1 = Anim!=6025 && (Root,Anim=3200 || Root,Anim=3400)
trigger2 = Anim!=6025 &&  Root,Anim=3600
value = 6025


----
You can make the Anim!=60XX into a triggerAll and make it a little more concise. You could also add another OR, || , onto the trigger 1 to include the 360X too

see if those two lines work for ya
vVv Ryuko718 Updated 10/31/22 vVv
Re: Super isn't working as intended
#16  June 21, 2024, 06:22:51 am
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Unfortunately it didn't work… I'm really at a loss here and I can't imagine trying to get StopSnd and End to work. I suppose I'll just have to keep at it with trial and error.

Edit: I think I'll just have to resort to figuring out which is okay to remove from those chunks of code without screwing up the helper so that I can just duplicate it and replace the 34XX's with the 36XX's. I guess this issue is more or less solved now. Thanks so much for all the help ^_^
Last Edit: June 21, 2024, 06:33:30 am by daonlylonely
Re: Super isn't working as intended
#17  June 21, 2024, 06:39:20 am
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When you get this level of stuck, you need to figure out the triggers you have to have to make the thing work.
If THAT thing doesn't work, change the thing to something else. If the something else doesn't work, then it's your triggers.

So make an explod. Spawn that explod in your standing light punch AND then spawn it in your move with the triggers you need for it to work. You need to know your explod will be on screen so that's why you want the standing light punch. Then duplicate it in the move you're working on so you know the placement is correct.

Also, I didn't do anything to the destroyself. So it's probably killing itself asap.

[State 6020, End]
type = DestroySelf
trigger1 = (Root,StateNo!=[100,105]) && (Root,StateNo!=[3200,3201]) && (Root,StateNo!=[3250,3251]) && (Root,StateNo!=[3400,3401]) && (Root,StateNo!=[3600,3601])
trigger2 = Root,Anim!=100 && Root,Anim!=105 && Root,Anim!=110 && Root,Anim!=3200 && (Root,Anim!=[3400,3401]) && (Root,Anim!=[3600,3601])
trigger3 = Root,Anim=3401 && Root,AnimElemTime(56)<0
trigger4 = Root,Anim=3601 && Root,AnimElemTime(56)<0

check these changes to see if they make sense
vVv Ryuko718 Updated 10/31/22 vVv
Re: Super isn't working as intended
#18  June 21, 2024, 10:04:42 am
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I've finally done it! I failed to realize that all four chunks of code has to make sense for the entire thing to work. Thanks again for the help!