targetbind or width problem

Started by BC, September 30, 2009, 05:00:54 AM

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BC

i think its a width problem but during guy's Bushin Izuna Otoshi on the slam part (not in corner, about mid screen) p2 kinda slides off a little... i added width to the throw which worked as i wanted but i added width to the slam part and it still happens.

the thing is the last position p2 ends up in after this "slide" is the correct position. heres a couple of screenies showing the incorrect targetbind and a where p2 ends up in correct bound position after doing a small slide away.


;These shots arent of p2 in the corner by the way.


(to avoid confusion p2 is sliding horizontal to the left prob about 1 pixel per tick)
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Cyanide

Sounds to me like p2 has lost his binding altogether. Trigger check. If he's sliding then "snapping" to the correct point, the bind probably kicks in again about there which is why he's in the right spot.


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.

BC

the slamming state targetbind:

[State 1310, TargetBind]
type = TargetBind
trigger1 = animelem = 1
time = 10
pos = 107,0

p2 getting slammed frame is 10...then i made a duplicate frame of -1 so i can move him up/back like he has been slammed.

p1's slamming frame time is 10 then the other frames are finished slamming ect.

so im not sure why he is loosing the bind slightly then snapping into place when near the edge of the screen(not corner) when the camera kicks into move. (tried screenbound)
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Byakko

Quotetrigger1 = animelem = 1
time = 10
If the target needs to be bound basically for as long as Guy is in his "slamming frame", which lasts 10 ticks, you may as well change that for animelemtime(1) = 0 and remove the time = 10 altogether. As long as Guy is displaying his animation element 1, the target will be bound. Here, it seems like it will trigger when Guy starts displaying his element 1, then keep triggering for each of the 10 ticks this frame lasts - it will trigger one last time on the tenth tick this animation element is displayed, and that last bind will last ten additional ticks. Which might be the moment when he snaps back. The part where it triggers repeatedly might be what gives this odd sliding result.
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

BC

Thanks very much, works great  *thumbs up*

[State 1310, TargetBind]
type = TargetBind
trigger1 = animelemtime(1)=0
pos = 107,0
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Byakko

So it did work... This odd glitch might be worth pointing out to Elecbyte if it hasn't been yet, can anyone doublecheck that (removing all the width and stuff that might get in the way) ? Can't myself, I'm at work :P
If I struggled to the end of my determination, to the end of my way of life with my followers, if the result is ruin, then this ruin is inevitable. Grieve. Shed tears. But you cannot regret.

Rajaa Retired

I was going to post that: having to use "time=0" or "animelemtime(1)=0" but I didn't feel like. I didn't think it was a bug or a big deal, just something that one should know; I guess somebody should report it, though. If more people agree. :ninja:

PotS

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BC

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PotS

Add it in all of the respective custom states then.  Throws should generally disable screenbound for the target while he is under TargetBind.
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.

Cyanide

Quote from: Byakko on September 30, 2009, 02:20:36 PM
Quotetrigger1 = animelem = 1
time = 10
If the target needs to be bound basically for as long as Guy is in his "slamming frame", which lasts 10 ticks, you may as well change that for animelemtime(1) = 0 and remove the time = 10 altogether. As long as Guy is displaying his animation element 1, the target will be bound. Here, it seems like it will trigger when Guy starts displaying his element 1, then keep triggering for each of the 10 ticks this frame lasts - it will trigger one last time on the tenth tick this animation element is displayed, and that last bind will last ten additional ticks. Which might be the moment when he snaps back. The part where it triggers repeatedly might be what gives this odd sliding result.
An animelem trigger is only true on the first tick though. Obviously this worked, but... that's rather strange, is it incapable of actually binding TO that point if in that specific spot?

Animelem = 1 is equivalent to animelemtime(1) = 0 It would only be binding for 10 ticks each tick if you'd used animelemtime(1) >= 0 && animelemtime(2) < 0


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.