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What happened to the Mugen Guild Forum?
MKImpc7R replied to FaZe Dank's topic in [ EVERYTHING GAMING ]
The forum has turned into unusable garbo not the way I remember it from 2016 or so when I last actively used it. Constantly times out, does not allow to browse a thread before you log in, I never liked it showing the ip when you are logged either (cannot load it now too as I post here). Oh well there, are other places. -
I need someone who knows MKP Season 2.9 / final MKP codes work, as I need to add the missing thing. I am trying to do 2 things as I want to use some non-MKP characters as well: 1) Make the non-MK character finishable - for now leaving aside adding specific animations for each finisher, just to make them finishable by MKP chars, so the non-MK chars do not fight after entering Finish Him/Her 2) Add some basic finishing move to the non-MK character, for now I will just repeat the same type of move and code shared by these non-MK characters. But most importantly - have the non-MK character cause enemy to go Dizzy and Finish Him code. This is exactly what I am having trouble with and I will expand below: 1) More or less I have done that, so I will also post this as tutorial because lots of the knowledge is nowhere to be found I just come across my threads when I google. Let's take Captain America but I am trying with simpler chars that will use less states. -------------------------- The CMD MKP uses 2 specific commands in the char's CMD so why not add things in CMD first as they are the frame of where other things go further. I start with adding the Remap keys that are often seen in MKP char's CMD: [Remap] c = y z = b b = c y = z Then the 2 important MKP commands are in ;-| Hold Dir |-------------------------------------------------------------- where it has ;Required (do not remove) commands, so I add there among the others: [Command] name = "run" ;Required (do not remove) command = /c time = 1 [Command] name = "blok" ;Required (do not remove) command = /z time = 1 Then a non-MK char CMD will not have, it has a section for the Finisher command, I am planning for basic finishers: mercy (I don't care if that works). 1 fatality, stage because I use stage finishers. So right below the above 2 commands, can add this: ;-[Finishers]---------------------------------------------------- [Command] name = "fatal3" command = F,F,F time = 50 [Command] name = "mercy" command = D,D,D,~c time = 50 buffer.time = 14 [Command] name = "stage" command = /$D,x time = 40 This means that I will have a fatal made with F,F,F to work. I took Riuky's uppercut fatal where he explodes the enemy and this will be the common fatal I will use for such non-MK chars, has the name "fatal3". So next you need to tell what this command will do, so in CMD's [Statedef -1] add: ;~~~~Finishers~~~~ ;Based On Raiden Uppercut [State -1,fatal] type = ChangeState value = 3200 triggerall = p2bodydist X < 30 trigger1 = command = "fatal3" triggerall = p2stateno = 9010 triggerall = statetype = S||statetype = C triggerall = ctrl = 1||stateno = 10 trigger1 = command != "run" trigger1 = var(50) = 0 trigger2 = enemy,time > 60 trigger2 = var(50) = 1 && random%40 < AILevel&& AILevel > 1+random%2 [State -1,mercy] type = ChangeState value = 3997 triggerall = ctrl = 1||stateno = [10,12] triggerall = RoundNo >= 3 triggerall = numexplod(3800) = 0 triggerall = p2stateno = 9010 triggerall = statetype = S || statetype = C trigger1 = command = "mercy" triggerall = p2bodydist X >= 100 trigger2 = enemy,time > 60 trigger2 = var(50) = 1 && random%21 < AILevel trigger2 = random + 600 < life || random%6 > AILevel ;~~~~Stage~~~~ (I have some stage code here to send to some state number too) --------------- Since the goal is "fatal3", what is this statedef 3200 it wants to go to? MKP Chars have the Finishers.st file listed in their .def, that contain the Statedef's for each finisher, what happens to maker and what happens to the loser, so I separated the file as NonMKCharsFinishers.st that contains only this fatal and it will be used by others non-MK as well. I tested already with Riuky - the code that it has is enough to run, so I separated correct amount of code. So this NonMKCharsFinishers.st would have: ;-------FATAL 3 [Statedef 3200] type = S movetype = A physics = S juggle = 2 ctrl = 0 velset = 0,0 ..etc. In this way CMD has everything needed. -------------------------- The DEF & Char's CNS MKP Chars have their Win states (180-185) shared in MKP's COMMON1.CNS and Win sounds/state are often removed from their main CNS. Unlike them, the non-MK chars often have not only Win states but also Statedef -3 still in their main (CharName).cns. This means often code needed for some things from MKP's COMMON1.CNS will have to be copied to the char's CNS in its own Statedef -3. Forcing a non-MK char to use the MKP's COMMON1.CNS is not needed it can even use their own Mugen default Common1.cns. in DEF file, adding these to a non-MK char's def file st2 = ../../Data/MKP/Bmoves.st ;----May not be needed at all st3 = ../../Data/MKP/Pit.st ;----Can be needed if it contains stage-specific states st4 = ../../Data/MKP/Fatality.st ;----Best to be listed as it may use finish sound st5 = ../../Data/MKP/NonMKCharsFinishers.st stcommon = ../../Data/Common1.cns Since a char will keep their Statedef -3 in their own CNS no need to use MKP's COMMON1.CNS and instead Mugen default Common1.cns with which they normally work. Thanks to adding the "blok" and "run" in CMD the Char will not crash but let's see what works: https://streamable.com/eq2qq3 1) A non-MK char does become dizzy on finish (I think that is why you need Fatality.st to be linked and for sure the code hidden below is needed for the losing Char that will be finished) and does not go on fighting, so my 1) is complete, unpolished but works. 2) THE PROBLEM https://streamable.com/8vy8g4 (where is Cap Am's Finish, P2 Dizzy?) MKP's COMMON1.CNS uses a code in Statedef -3 that tells it directly to check some Var's, Explods and based on them run the Finish Him/Her Text Effect, sound and causes P2 to enter Dizzy and what happens if finisher is made or just falls: The problem is that the non-MK char does not trigger P2's Dizzy Finish Him/Her at all - and that is what I'm trying to make, I excluded code in Riuky and saw if I delete [State -2, 0] type = varset triggerall = Win = 1 triggerall = NumHelper(9010) = 0 trigger1 = teammode = single trigger2 = teammode = simul trigger3 = teammode = turns v = 59 value = 1 he will win without finish text so if that code matters, not enough because a non-MK char will not make P2 dizzy even with all that code added in their own Statedef -3. I may be missing some anims 888, 9000 ? I added these dummies but again not sure what else to make the non-MK char make enemy in Finish Him / Dizzy.
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[Solved] MKP 2.9 - delay in playing win snd on old chars
MKImpc7R posted a question in [ MUGEN CODING Q&A ]
https://streamable.com/l5qum1 I've made my own finish/win code work in the MKP's common1.cns file when I make it at correct place it worked for all but now I decided to use the original code that comes with MKP 2.9, so that triggers match. A single win sound to play for specific stage will look like that: [State 180, end music] type = Playsnd trigger1 = time = 0 && root,var(4) = 0 && prevstateno != 181 trigger1 = stagevar(info.name) = "pr1s0n" value = f41,29 volumescale = 140 channel = 0 I have chars that I downloaded recent years and they are already v 1.0 and the sound plays instantly on Win with this code. Here in the video I show how the win sound is supposed to play when it works fine, for example the Green robot I took is already updated to 1.0 But old chars that did not use the shared file play it with some delay, as you can see there is some pause, no sound then the Wins is heard and the sound starts playing. This delay is what I want to fix I found one first issue that prevented the Win from playing on Win state at all: Chars had in their main CNS a WIN code that had to be deleted , from ; WIN [Statedef 180] to Statedef 611 or maybe I need to keep the Intro too, but Win had to be deleted because they share it in the Common. The video shows both go through the same states. Again, the Purple is the one that has delay and I can't find all my converted chars from older MKP before they use the shared files have this delay. At least I fixed them to play music at all by deleting the Win state from their own CNS So now they both use the shared Common.cns, here is a chunk of code: - and the question is what else I need to change on the older MKP chars so the sound plays instantly? They use the same - shared MKP Common1, Fatality.st and Pit.st files ==================================== Update: It works to play instantly if I replace BOTH the AIR file from a working char and st = (working char).CNS while I keep the rest files of the char. But what exactly causes the delay im not sure, any MKP user? So as I figured something in CNS and possibly doing something with Anim in the AIR is the problem, I started excluding code from the CNS of the working char until it also caused a delay in the PlaySND. Looked like the issue is because: OK I know MKP provided good base for MK based projects, Movelist was good to code as Mugen was lacking it (I now use Ikemen GO, will see how native Movelist works if not better), Ladder climbing too although I personally don't use it and had to disable it, but why the heck they needed to add own code just to display WIN text?? Fight.def does that fine and when needed! So the issue was that 1) Since MKP Se 2.9 chars use the shared Common 1, all ; WIN [Statedef 180] until ;--------------------------------------------------------------------------- ; INTRO needs to be removed from their (Char).cns 2) but then in State -2 new chars of Se 2.9 have the code [State 0, win];win screen type = helper triggerall = win trigger1 = numhelper(180) = 0 && partner,numhelper(180) = 0 trigger1 = var(4) = 0 trigger1 = selfanimexist(9300) ID = 180 stateno = 181 facing = facing pos = 0,-90 ownpal = 1 or as I renamed it a bit ;Win Screen [State -2, Win] type = Helper triggerall = Win trigger1 = NumHelper(180) = 0 && Partner, NumHelper(180) = 0 trigger1 = SelfAnimExist(9300) trigger1 = Var(4) = 0 ID = 180 facing = facing ownpal = 1 pos = 0, -90 stateno = 181 It checks for an animation of the Win text (again why this even exists when it can be Fight.def) and if it has no anim, the delay happens. Easiest for older chars is to edit in text and add a dummy anim and have the helper code in state -2 too ; [Begin Action 9300] -1,-1, 0,0, 100 The code is needed because it tells it to switch to the victory without delay. so it's not bad that the helper exists. -
How does anyone use MFG even is it alive? It was my main point of getting help for questions many years ago but recently ever since I started a new account there, could not go past some anti-bot questions and cannot post anything. - Ok edit, now I did but the questions are always trouble to answer. Speaking of which you guys don't like mugenarchive here? I see I cant post links from it
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I saw this discussion I want to include a randomly chosen and only 1 boss/mini game out of say 4 every time a character reaches it. Meaning if Char A reaches Order = 2 of the mini games, it will fight against just one of them even if Select.def has say 4 of them with Order = 2. Say you have in the Select.def MiniGame1, Stages/Stage1.def, Order = 2 MiniGame2, Stages/Stage2.def, Order = 2 MiniGame3, Stages/Stage3.def, Order = 2 AnyChar, Order =1 AnyChar2, Order = 1 I see that it is done by Arcade.MaxMatches = [Number of Order 1 Chars],[Number of Order 2 chars],[Number of Order 3 chars] and so on. So if I want to have say 30 enemies, 1 being Order 3, mini games to be Order 2, all the others Order 1 my arcade should be like Arcade.MaxMatches = 28,1,1 That is 28 x Order 1, 1 x Order 2 (the Mini game), 1 x Order 3 But the thread above shows it doesn't work so correctly and you need more. If I want to get every single Order = 2 and Order =3 last bosses and remainder are say 28 enemies I can just do Arcade.MaxMatches = 30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1 And that ensures that I get [(30 - Bosses Orders 2 or 3) number of Order 1 chars],[All Order 2 Bosses], [All Order 3 bosses] until their total number is 30. My question is since Arcade.MaxMatches = 28,1,1 does not work, what is the way to fight only one of the mini games?
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how to convert mugen regular characters to mkp
MKImpc7R replied to valentina_darkness's question in [ MUGEN CODING Q&A ]
I am not a char coder I do everything else for MKP and I convert chars MKP 1.0 or under to 1.1 but most are already there on MugenArchive. Yes I also would love more chars ported to MKP that are not from MK. For example there used to be Primal Rage - Vertigo, Talon and Diablo that were MKP based (I remember someone used jax for one of them). I cannot find any. Also it may come as a request but will someone make this Psycho Shredder or the Cyber Shredder or another but the classic look (grey and purple mantle even if exists 3D character) for MKP. Some TMNT ninjas already are again on MugenArchive I know it's made for Michelangelo and Rafael. I was waiting for long on and off mugen someone to make and still no one made the Shredder for MKP (the psycho shredder abilities like fatal shell shock and his regenrations are good will be interesting such char in MKP) Also I was looking to have with "3D sprites" or newer not the cartoony ones (but eventually them too) marvel chars like Spiderman, Venom, Venon Scorp, Vulture, Carnage, Electro, Dr Doom, Fantastic 4, Iron Man to be MKP based but such were never made. And even robotnik from sonic . NRS makes their super men but one of the things about Mugen there are no strings fatalizing well known super heroes and villains -
Position helper and not follow camera
MKImpc7R replied to MKImpc7R's question in [ MUGEN CODING Q&A ]
I necro this because look I have the same weird problem. A stage that is long on the left and right, has deltas, im adding someone sitting on throne at the center added in the FightFX SFF and Air, and the Explod moves with characters. Is there any way to make the explod completely static, anchored to a position and to go out of the camera that follows characters even to the corner of the stage? Idk how it worked for me in the past maybe the stage did not have deltas or the stage was just center but for this new stage, the Explod is just moving with camera (yes even with space= stage): I mean the Explod moves with characters if it is space = screen and does not move with characters when space = stage but because of deltas the Explod "slides off the throne" all the time. No I think this is impossible to work.. there is this lousy workaround that I just see, to have another def of the stage that is without the sitting sprite and thus this copy of the stage def will be assigned when the character has to fight, a boss character that will be only fighting on that stage. -
Yes I really havent touched Mugen since then now I do some again. I updated the screenpack and it now called M.U.G.E.N Mortal Kombat 11 Ultimate, I will gladly use most of the stages and things that they made for these MKs during my absence also a very big addition are the MKX chars that they made with MKX sprites not these UMK3 edits that I no longer use. So I have yet to see and test them but I love to have the fighters with sprites from 3D. Also this project will pretty much be replaced by a M.U.G.E.N Mortal Kombat 1, for which ofc new screenpck needs to be made, that will be a lil challenge to mimic how the mechanics are there with kameo fighers. But the idea remains I will use MKX, MK11 and Mk1 arenas plus some best non-MK arenas I've found, plus some MKP based nonMK chars as I do make mixes, it will be a lot more chars and arenas than what MK has, again thanks to some people making them (and I will redo some stages myself) and big plus to have these MKX and even MK11 sprites chars instead of the old MKP/UMK3 sprites. I already try to use mostly 3D sprites chars and from most recent MKs and MKX ones are the most recent chars made so far.
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Does this Exist whos the author of this creation
MKImpc7R replied to Laharl's question in [ CONTENT REQUESTS ]
1st one I need more, I found a day version tneed the night, it is called Quixotec Temple, I used to have it. Edit: Mugenarchive has a lot of lost things and has it ! this one below I dont really need so much just wondering if downloadable, it looks good but have to test if it isnt causing slowdown. anyway there is no available link to get it like it happens with most mugen creations -
Characters you used to LIKE but DON'T anymore....
MKImpc7R replied to AxSeeker's topic in [ MUGEN LOUNGE ]
Im now allergic to MK3 / UMK3/ MK1/ MK2 character and Stages sprites and my liking for MK started with them. -
New Mortal Kombat is on the rise, what does that mean? new M.U.G.E.N Mortal Kombat project based on the latest. I started M.U.G.E.N MK with customizing existing old MKP, then my first specific project was M.U.G.E.N Mortal Kombat Armageddon back in 2011/12. Pity that when I needed stages, characters from more recent MK's or MKA they were nowhere to be found only those modified MK3 chars, now there are MKA, MKD stages, some more characters that would have been great for that. And since these stages and chars are not relevant for newer MK's and I have no plans to use them, pity for '3D' chars like Blaze or Onaga, Hotaru and others when for so long I was using the old imitations of them. M.U.G.E.N Mortal Kombat 9 thanks to Maxi's screenpack was overall made and used and entirely complete. I was starting to work on MK9 stages but ended up with temporary ones, never made them properly. M.U.G.E.N Mortal Kombat X, I started with the main menu and FightFX, then I kind of hand no time for it, years passed and making the MK9, MKX stages still remain for all these new MK's where they would be relevant. Too bad for Goro MKX and so well made Corrupted Shinnok (cant be in MK11). So, any new chars like MKX, MK9 (yay for Kintaro) or MK11 are more than welcome! I myself will add sprites for Cyrax (LK-4D4) Triborg but can't code chars. (have to find out how they made Torr on better background to apply the same method) This is where there's no label for MK fighters, then it's not/will not be available. When red, then dead by story. The label shows the MK they are coming from by sprites. The newer, the better. Since the Characters are MANY, perhaps some of the MK chars will be on rotation, available in M.U.G.E.N but some will be used instead of others over time. Non-MK chars are trivial and of course I have them for being favorite from other games, and that's about M.U.G.E.N they can be cross-over, well MK game itself does cross-overs. A MK project would heavily feature MK chars and some of the non-MK's while the rest are on rotation. Some of the SF fighters are interesting to have too. Here is the first video: There used to be some MKP specific forum called MK myfreeforum where all such chars were showcased but it disappeared I guess? Well this is a new place then.
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Why dont you use a game recorder such as fraps and disable music to hear only sound effects?
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Welcome to MFFA! Introduce yourself here!
MKImpc7R replied to PlasmoidThunder's topic in [ INTRODUCTIONS ]
Hi everyone
