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Everything posted by Алексей
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They'd be used as triggers somewhere in the CNS. I'm assuming you didn't make the character, so look for triggers in the CMD and CNS that look like this: trigger1 = "AI_1" trigger2 = "AI_2" trigger3 = "AI_3" trigger4 = "AI_4" And so on...
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Yes, how many AI commands are there? You only need like 25~50 or so if you're going down that route. Remove all the others, starting from the bottom going up until you have only a max of 50 (assuming those are the bulk of your commands). You'll also have to find and remove the places they're used.
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No problem. :)
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That happens when there is no limitation to the activation of AI. Good AI activation methods will make sure that roundstate=2 before allowing it to activate. Roundstate is the state of your round. When it's equal to 0, it's in the pre-intro, 1 is the intro, 2 is the fight after it's started, and 3 is the end of the round. So assuming that an AI Activation method looks something like this in 1.0: ; Turn on the AI when ailevel>=0 (AI is active) and the fight as started (past intro) [State , AI Activation] type = VarSet trigger1 = ailevel && roundstate=2 var(59) = 1 ; Turn off the AI if ailevel=0 (Player has control) or the fight hasn't started yet [State , AI Deactivation] type = VarSet trigger1 = !ailevel || roundstate!=2 var(59) = 0 That's for your reference. I'd not blindly copy and paste that, but the idea is you use roundstate=2 to limit the activation until after the round actually starts.
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Your error assumes you have more than 128 though. My guess is that you have extra commands and those stupid AI# commands for winmugen AI Activation, prior to ailevel being a thing.
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While I've never run into that issue before, it's pretty obvious that you have too many commands. Reduce the amount. That's the only way to fix this. File extensions don't really matter that much in mugen. All your CNS files could be called .txt if you wanted and it wouldn't matter. They're all just text files in the end anyways.
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How to stop a character winpose from looping
Алексей replied to y2alex's question in [ MUGEN CODING HELP ]
It's a part of the animation, not CNS. Open your character in FF3, go to the Animations tab, look for your Win Pose animation and set the time of the last frame to -1. -
The main problem here is that your State 191 doesn't actually have a ChangeState in it. Nothing is sending it to State 0 (standing state) from what I can see and all the rest of that code (the other states) have no relevance because there's nothing going to those states either. I'd add a simple ChangeState to State 191 and see where that takes you. This should suffice: [State ] type = ChangeState trigger1 = !animtime ; When you animation has reached the end value = 0 ; Go to state 0, ie. Stand ctrl = 1 ; Give control of the character
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How to make a helper add life to root?
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
Since there is not RootLifeAdd, you should put the LifeAdd in State -2 or -3 and trigger based on something (maybe a var's value) inside your helper. Alternatively, if you have multiple instances of the helper, using "Helper(###)" won't be reliable. In that case, you can use ParentVarSet to trigger when the LifeAdd should happen. -
Well it could be a couple of things. Post the code for his intro and make sure his animation doesn't have any frames with time -1 on them.
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No problem! Sometimes you just get caught up on the simplest things. It happens all the time, to anyone.
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Yep, I feel your pain man.
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It's okay. Joe/Joseph is a good name. My name may be unique in the US, but in Russia, it's like the soviet "Bob." Not cool.
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Spawn the explod at time=0 and make sure that removetime=-1, so it doesn't disappear prematurely. You might want to play around with sprpriority as well to place the effect behind the helper. Bindtime=-1 should be there so that it moves with the helper. As for removing it, use RemoveExplod in the Helper's destroy state (provided you have one). Also, post your code if you're still having problems. It makes it a bit easier to see what's what.
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Evil Ryu Remastered OFFICALLY CANCELED! READ LAST POST!
Алексей replied to Dhillon521's topic in [ RELEASES ]
The topic. Stay on it. -
How to convert a float to an int?
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
No problem. Just call me Alexei or Aleksey. :P -
I pointed that out to Ryon many times. His excuse is that it's been like that since the beginning. So? FIX IT?! Lol, I don't even know. I laughed at the hand grenade too. :P
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Entering new commands doesnt seem to work
Алексей replied to Cayne's question in [ MUGEN CODING HELP ]
I assume you want your new command to be "Hold forward and press x?" If so, then you have to structure your command as such: "/F,x." The period is just there for the sake of proper punctuation, but the most import thing here is the "/." That means that you must be holding the button in question. Otherwise, it assumes you'd pretty much be tapping the button. -
How to convert a float to an int?
Алексей replied to RobotMonkeyHead's question in [ MUGEN CODING HELP ]
floor() or ceil(). Unfortunately, there is no "round" or I'd easily suggest that. floor() will drop all digits past the decimal point and ceil() will round up and return the least possible Int. Think of floor() as rounding down and ceil() as rounding up. I think that's the easiest way to explain it. -
Sure, if you'd like. Though if the ideas throughout the thread seem too off-topic it would be best to create a new thread for the sake of keeping on topic.
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What do you guys think about my M.U.G.E.N Site?
Алексей replied to Dhillon521's topic in [ MUGEN LOUNGE ]
Well, I don't usually do this, but since I make websites for a living, I've got some feedback for you: The logo neither looks good nor belongs in the background. Background elements should not draw you to the background away from the content that matters. Consider a solid color or subtle gradient if you must. If you're going to trademark the brand, then it's a good idea to use the proper "spelling" : M.U.G.E.N Grey text on a transparent black background makes the text hard to read, despite the size. The main navigation, which actually looks nice, doesn't fit content or vice versa. If you're going to make a direct quote (eg. what-is-mugen.html), you should use a <blockquote> tag instead. On /news-archive, the blue "# Comments" link is extremely hard to read due to the transparent black background. It's more apparent in the smaller instance on the same page, near the bottom. The same goes for the header "WEBSITE OPENED!" On the fighters page, the brick wall background image is completely out of place. You need to establish a consistent theme throughout the site. The "Fighters" page looks like a different site in and of itself. The layout of the text, header for each character, image all needs to be adjusted to look neater. It's very messy currently. The "Stages" section probably looks the best of everything and I'd follow suit for the rest of the site as you did here. Seriously consider coming up with a new logo idea. Just a word of warning, on the "Contact" section, you have your email directly listed there. Search engines will index this content and bots can pull that information leading to successful attempts at spamming you. A form with a CAPTCHA (or some other method such as honeypot) would be safer for you. Granted people could still spam you, but less directly. There's only so much one can do to prevent those things of course. Overall, it needs a lot of work, but it's better than some other sites I've seen that have been done professionally at one point or another. Keep at it and I'm sure you'll get a nice looking site. -
Trinitronity's Eeveelutions Release Thread [Leafeon released]
Алексей replied to Trinitronity's topic in [ RELEASES ]
Trini, it has to be preaproved and set up by me and I won't be accepting any new authors at this time until the site is redone. That goes for anyone, not just you. Edit: Try uploading to mediafire. You'll likely have better success there and they won't take files down unless they're inactive for a long time. I'm not sure if that was the case for Sendspace or not. Alternatively, you can try OneDrive. All just options in the meantime. -
Axel has been updated. Check the changelog in the first post for details.
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Hey, no problem. Better late than never. :) 1, 2, and 3. That's doable. 4. This would be redundant. You can achieve the same affect a light version would have by letting go of the button earlier. Only full charge breaks guard. Lesser charges do less damage and release the attack quicker. 5. There's already a command for throwing the weapon, but I guess giving it a normal command wouldn't hurt. I didn't want to add extra hitboxes to Grand Hook, but I've been told more than once, so I don't mind putting them in. It's not a big deal. As for what's next, I might be updating other characters. I seem to keep forgetting about that, but note that Axel had a strict deadline whereas the others did not.