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Thread: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

  1. #1
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    Sad HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    I Have this problem, is kinda annoying, when i do the Move, sometimes it got stuck in a infinity fall, i tried to put PosSets to "REBOOT" him, but doesn't work; i got really tired after a bunch of tries, i hope some one can help me. ;-;

    PLUS INFORMATION 1: Sometimes P2 go up with P1, then after he go out of the screen.

    https://i.imgur.com/1xud5Sw.png


    MY SUPER UPER TATSUMAKI CODE!!!
    Code:
    ;---------------------------------------------------------------------------
    ;SUPER Tatsumaki
    [Statedef 3000]
    type = A
    movetype= A
    physics = N
    juggle = 4
    poweradd = -1000
    anim = 3000
    ctrl = 0
    sprpriority = 2
    
    [State 3000, 1]
    type = posset
    trigger1= animelem = 1
    y= 0
    
    [State 3000, VelSet]
    type = VelSet
    trigger1 = animelem = 1
    x = 0
    y = 0
    ignorehitpause = 1
    
    [State 3000, Bind 1]
    type = TargetBind
    trigger1 = AnimElem = 1
    pos = 22, -14
    
    [State 3000, ChangeState]
    type = ChangeState
    trigger1 = pos y >= 0 && vel y > 0
    value = 3000
    
    [State 0, SuperPause]
    type = SuperPause
    trigger1 = animelem = 1
    time = 45
    sound = S10,0
    movetime = 17
    darken = 1
    unhittable = 1
    
    [State 0, PalFX]
    type = PalFX
    trigger1 = time = 0
    time = 41
    length = 3
    palbright = 0,0,0
    palcontrast = 256,0,0
    palpostbright = 0,0,0
    paladd = 10,10,10
    palmul = .65,.65,.65
    ignorehitpause = 1
    
    [State 0, BGPalFX]
    type = BGPalFX
    trigger1 = time = 75
    time = 20
    add = 256,256,256
    mul = 256,256,256
    sinadd = 256,256,256,30
    
    
    [State 3000, ChangeState]
    type = ChangeState
    trigger1 = time = 20
    value = 3100
    ctrl = 0
    
    [Statedef 3100]
    type = A
    movetype= A
    physics = N
    juggle = 4
    anim = 1010
    ctrl = 0
    sprpriority = 2
    
    ;-------------------------------------
    ;Fx Tatsumaki
    [State 0, Explod]
    type = Explod
    trigger1 = animelem = 3
    anim = 9700
    ID = 9700
    pos = 0,-18
    postype = p1  ;p2,front,back,left,right
    facing = 1
    vfacing = 1
    bindtime = -1
    vel = 0,0
    accel = 0,0
    random = 0,0
    removetime = 95
    pausemovetime = 0
    scale = 1,1
    sprpriority = 0
    ontop = 1
    shadow = 0,0,0
    ownpal = 0
    removeongethit = 1
    ignorehitpause = 1
    
    ;--------------------------------------
    
    ;Coding começa aqui:
    
    [State 0, PosSet]
    type = PosSet
    trigger1 = animelem = 3
    y = -16
    ;Altura inicial do tatsumaki defaut : y= - 16
    
    ;--------------------------------------
    
    [State 3100, Bind 1]
    type = TargetBind
    trigger1 = AnimElem = 2
    pos = 22, 0
    
    [State 3100, Bind 2]
    type = TargetBind
    trigger1 = AnimElem = 7
    pos = -22, 0
    
    [State 3100, Bind 3]
    type = TargetBind
    trigger1 = AnimElem = 12
    pos = 22, 0
    
    [State 3100, Bind 4]
    type = TargetBind
    trigger1 = AnimElem = 17
    pos = -22, 0
    
    ;--------------------------------------
    
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 =  animelem = 2
    value = 100,1
    volume = 0
    channel = -1
    ;lowpriority = -1
    freqmul = 1.0
    loop = 0
    pan = 0
    
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 =  animelem = 2   || animelem = 5
    value = 100,2
    volume = 0
    channel = -1
    ;lowpriority = -1
    freqmul = 1.0
    loop = 0
    pan = 0
    
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 =  animelem = 2   || animelem = 4  ||  animelem = 6
    value = 31,2
    volume = 0
    channel = -1
    ;lowpriority = -1
    freqmul = 1.0
    loop = 0
    pan = 0
    
    [State 0, PlaySnd]
    type = PlaySnd
    trigger1 =  animelem = 8
    value = 31,3
    volume = 0
    channel = -1
    ;lowpriority = -1
    freqmul = 1.0
    loop = 0
    pan = 0
    
    [State 3100, 0]
    type= velset
    trigger1 = animelem = 3
    x = 0.0
    y = -1.2
    
    ;x = distancia do tatsumaki // y = altura do tatsumaki
    
    [State 0, Gravity]
    type = Gravity
    trigger1 = time > 90
    
    ; almentar para tempo no ar
    ;defaut: 90
    
    [State 3100, 5]
    type= HitDef
    trigger1 = animelem = 2  || animelem = 12 || animelem = 20
    attr = S, SA
    animtype = low
    damage = 20,20
    priority = 4
    ;guardflag = MA
    pausetime = 0,0
    sparkno = 0
    sparkxy = 25,-35
    hitsound = 5, 0
    guardsound= 6, 0
    ground.type = low
    ground.slidetime = 15
    ground.hittime = 20
    ground.velocity = 6.5,-3
    ;defaut: 6.5,-3
    air.type = Low
    air.velocity = ifelse(p2bodydist X > 8,11,8),ifelse(p2bodydist Y < -9,1,-3)
    guard.velocity = -4
    air.hittime = 20
    air.fall = 1
    forcestand = 1
    envshake.time = 8
    envshake.freq = 60
    envshake.ampl = 2
    
    
    
    [State 3100, 5]
    type = Hitdef
    trigger1 = animelem = 7 || animelem = 17 ;|| animelem = 20
    attr = S, SA
    animtype = heavy
    damage = 50,10  ;dano aplicado por chute
    priority = 4
    ;guardflag = MA
    pausetime = 0,0
    sparkno = 0
    sparkxy = -25, -30
    hitsound = 5, 0
    guardsound = 6, 0
    ground.type = Low
    ground.slidetime = 15
    ground.hittime = 5
    ground.velocity = -6.5,-3
    ;defaut: -6.5,3
    air.type = low
    air.velocity = ifelse(p2bodydist X < -8,-11,-9),ifelse(p2bodydist Y < -9,1,-3)   ;Y = < -#,#,-1.8)
    guard.velocity = -4
    guard.ctrltime = 12
    air.animtype = low
    air.hittime = 20
    airguard.velocity = 0, 0
    air.fall = 1
    forcestand = 1
    ;fall = 1
    envshake.time = 8
    envshake.freq = 60
    envshake.ampl = 3
    
    
    [State 3100, 5]
    type = ChangeState
    trigger1 = Vel Y > 0 && Pos Y >= 0
    value = 50
    ;defaut value = 52
    ctrl = 0
    - - - Updated - - -

    Thread BUG, HAVE TWO OF THEM DELETE THIS ONE! ;-;
    Last edited by TheSTAR__; May 14, 2018 at 09:12. Reason: image was not showing.



  2. #2
    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    have you tried putting an extra trigger in targetbinds like "movehit=1" ? If I'm not wrong, that way (no matter what) P2 will always follow P1 and that's strange. Or just use air velocity values, instead of targetbind that's more properly used for throws.

    Anyway, instead of trying something new, trying emulate something existing + your customization, I mean: take the code from other tatsumaki and then make your customizations (and of course touch only what you really know how it works).

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    Default Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    i tried to put the extra trigger, but now, it feels like before, is super soft and sometimes he go out of the super move, i want something more aggressive ya know?

    i found this bind code lost there:
    that was the reason of the stuck in the air bug. i think

    Code:
    ;---------------------------------------------------------------------------
    ;SUPER Tatsumaki
    [Statedef 3000]
    type = A
    movetype= A
    physics = N
    juggle = 4
    poweradd = -1000
    anim = 3000
    ctrl = 0
    sprpriority = 2
    
    [State 3000, 1]
    type = posset
    trigger1= animelem = 1
    y= 0
    
    [State 3000, VelSet]
    type = VelSet
    trigger1 = animelem = 1
    x = 0
    y = 0
    ignorehitpause = 1
    
    [State 3000, Bind 1]                        
    type = TargetBind
    trigger1 = AnimElem = 1                        
    pos = 22, -14
    
    [State 3000, ChangeState]
    type = ChangeState
    trigger1 = pos y >= 0 && vel y > 0
    value = 3000
    P2 still going up with p1 when it is on the floor, in this super, p2 is catch by p1 and receives 12 hits in the air, then fall off.

  4. #4
    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    Hmm... it seems that the trouble in endless movement is because of looping:

    [State 3000, ChangeState]
    type = ChangeState
    trigger1 = pos y >= 0 && vel y > 0
    value = 3000 ;<--------HERE, practically you're telling MUGEN to repeat the state 3000 (the same state where the ChangeState is) when the player reaches the ground. It should be another state for reaching the ground... like 47, instead (or a custom one if you made any)

    i want something more aggressive ya know?
    well, try putting EnvShake, or increase the pausetime, change the hitsound, BGPalFX, there are countless ways...
    TargetBind works this way: no matter what's the distance between chars, or if p2 is guarding, etc... he will follow p1. That's why it's only used in throws (or some special moves like teleporting p2), as regards my experience, because it's sure that p2 is in p1's hands, there's no distance during throws, it's a specific controller.
    I think that you should trigger it at least with movehit = 1 in each attack or it will follow, and that's pretty weird.
    You can just simply make p1 Velset values (x,y) be the same of the air.velocity values in the hitdef so if the opponent receives the hit he will follow at the same speed (but pausetime should be the same for both players, example pausetime = 7,7).

    Also check how each controller specifically works, before using it http://www.elecbyte.com/mugendocs/sctrls.html
    Last edited by mulambo; May 15, 2018 at 02:48.

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    Cool Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    Update:

    I put some triggeralls with p2statetype, to only activate when p2 is in the air! now i think i will decrease a lot the follow glitch.



    Code:
    [State 3100, Bind 1]
    type = TargetBind
    triggerall = p2statetype = A
    triggerall = p2statetype != L
    trigger1 = AnimElem = 2
    pos = 22, 0
    
    [State 3100, Bind 2]
    type = TargetBind
    triggerall = p2statetype = A
    triggerall = p2statetype != L
    trigger1 = AnimElem = 7
    pos = -22, 0
    
    [State 3100, Bind 3]
    type = TargetBind
    triggerall = p2statetype = A
    triggerall = p2statetype != L
    trigger1 = AnimElem = 12
    pos = 22, 0
    
    [State 3100, Bind 4]
    type = TargetBind
    triggerall = p2statetype = A
    triggerall = p2statetype != L
    trigger1 = AnimElem = 17
    pos = -22, 0

  6. #6
    mulambo is offline wicked and toxic user banned for repeated defamation, spreading plain lies with clear intent to damage people's reputation and/or ruin people's motivation
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    Default Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    Oh, I get it now, it's a Shinkuu Tatsumaki... (I was asking myself what that "super" actually meant).

    Anyway, good luck, it doesn't seem you need my help.

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    Default Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    No no! you are helping, a lot! xD thanks to being here, you are nice guy. ;D

    I just learn fast, don't be mad with me ;-; , and i did what you said , i removed this:

    Code:
    [State 3000, ChangeState]
    type = ChangeState
    trigger1 = pos y >= 0 && vel y > 0
    value = 3000
    But doesn't worked. :(

    And i say more, my Super is now even more nicer because of the ideas i had with you advices. thanks dude
    Last edited by TheSTAR__; May 15, 2018 at 05:52.

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    Default Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    I FINDED OUT! It's not about my SUPER! :DDD

    My super is only having conflict with my twrow ability!
    when i use the twrow ability, and then activate my SUPER, that make start the "Right Round" in air!

    OOOHH YEAHH, i just need to find out how to fix this.

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    Cool Re: HELP - SUPER COMBO P2 Animation stuck in a FALLen loop!

    I think i fixed the problem!!!, I just simply added a "triggerall = stateno != x" inside of the throw "hitdef" like this:

    Code:
    ;Throw
    [State 800, 1]
    type = HitDef
    Triggerall = stateno != 3000 || stateno != 3000 || stateno != 3000              ;<-------- HERE
    Trigger1 = Time = 0
    attr = S, NT
    ;hitflag = M
    ;priority = 1, Miss
    sparkno = -1
    sprpriority = -2
    p2facing = 1
    p1facing = ifelse (command = "holdfwd", -1, 1)
    p1stateno = 810
    p2stateno = 820
    guard.dist = 0
    fall = 1
    
    ;SUPER
    [State 3100, 5]
    type= HitDef
    ;triggerall = stateno != 800 || stateno != 810 || stateno != 820 || stateno != 821              ;<-------- HERE
    This makes the ability won't hit and for consequence don't ocurrer the bug, because it can't be activate when the SUPER is active and vise versa.

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