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 Screenbounds... help!

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Mistah Jorge



Posts : 1741
Join date : 2013-07-04
Age : 18
Location : Portugal

PostSubject: Screenbounds... help!   January 5th 2016, 12:21 pm

Thanks in advance if you are willing to help ilu
Ok i'm trying to make the camera to not move horizontaly, just verticaly aparently the code works, but the camera is somehow locked (doesnt' move) after a hit, only repositionates after another hit, i'm posting the piece of code i'm trying to use so you know where i'm wrong    

[State 3300, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0, 1
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Yunnin



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Age : 21
Location : Brazil

PostSubject: Re: Screenbounds... help!   January 5th 2016, 12:34 pm

Maybe making it inverse?

[State 3300, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1, 0

I don't know though
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Yunnin



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PostSubject: Re: Screenbounds... help!   January 5th 2016, 12:36 pm

In my mind, it sounded like "MoveCamera" was like: First number to activate vertical, and the second for horizontal
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Mistah Jorge



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PostSubject: Re: Screenbounds... help!   January 8th 2016, 4:55 pm

uhm... i'm pretty sure it's the opposite, but this is still a problem
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Yunnin



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PostSubject: Re: Screenbounds... help!   January 8th 2016, 5:01 pm

it worked ?
Edit: Or did it made any sign of getting closer to what you're trying to do?
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Mistah Jorge



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PostSubject: Re: Screenbounds... help!   January 8th 2016, 6:06 pm

nope, sorry man
but you're cool anyway
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Yunnin



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PostSubject: Re: Screenbounds... help!   January 8th 2016, 6:23 pm

I've found this on elecbyte's site:

"ScreenBound

Specifies whether or not the player's movement should be constrained to the screen or not. Also determines whether the camera should move to follow the player or not. The results of this controller are valid for 1 tick.

Required parameters:
none
Optional parameters:
value = bound_flag (boolean)
If bound_flag is 0, the player will be allowed to move off the screen. If 1, the player is constraing to the screen. Defaults to 0 if omitted.
movecamera = move_x_flag, move_y_flag (boolean, boolean)
If 1, specifies that camera should pan to follow the player in the x direction and in the y direction, respectively. Defaults to 0 in both instances if omitted."

Is it useful somehow?
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Yunnin



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PostSubject: Re: Screenbounds... help!   January 8th 2016, 6:30 pm

I've also found that codes for exampling it (didn't had one on elecbyte's site)

"Code:
;Locks the player on screen. The Camera will follow it horizontally but not vertically during animation 3000.
[State 3000, StayOnTarget]
type = ScreenBound
trigger1 = anim = 3000
value = 1
movecamera = 1,0

Note:
P1 & P2 both need ScreenBound to be active for it to work properly. This means P2 would have to be in a custom hit state. "
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Yunnin



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PostSubject: Re: Screenbounds... help!   January 8th 2016, 6:34 pm

with that said ("The Camera will follow it horizontally but not vertically during animation 3000"), It makes sense to assume that it would be the inverse on "movecamera" 's setting, turning it to "movecamera = 0,1"

it is to a stage?
I don't know much about coding, but I'm doing some researches to learn a little
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borewood2013



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PostSubject: Re: Screenbounds... help!   January 12th 2016, 6:50 am

Mistah Jorge
    Thanks in advance if you are willing to help ilu
    Ok i'm trying to make the camera to not move horizontaly, just verticaly aparently the code works, but the camera is somehow locked (doesnt' move) after a hit, only repositionates after another hit, i'm posting the piece of code i'm trying to use so you know where i'm wrong   

    [State 3300, ScreenBound]
    type = ScreenBound
    trigger1 = 1
    value = 1
    movecamera = 0, 1


So you want the ScreenBound to be effective ONLY during your MUGEN character is landing a hit on its Enemy right? Question

If so, then you might want to specify a Trigger other than just "1":

[State 3300, ScreenBound]
type = ScreenBound
trigger1 = MoveHit = 1 ;;;;;; for your main Player's HitDef (single hit only)
trigger2 = ProjHit3300 = 1   ;;;;;; in case your StateDef 3300 has some Projectile MUGEN State Controller (single hit only)
trigger3 = NumHelper(3300) != 0   ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller
trigger3 = Helper(3300), MoveHit = 1 ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller which has some HitDef MUGEN State Controller (single hit only)
trigger4 = NumHelper(3300) != 0   ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller
trigger4 = ProjHit3300 = 1   ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller which has some Projectile MUGEN State Controller (single hit only), and you don't need to use "Helper(3300), ProjHit3300 = 1" because all Helper's Projectiles belong to the Root, the main Player
value = 1
movecamera = 0, 1
ignorehitpause = 1   ;;;;;; some "insurance" here
persistent = 1   ;;;;;; some "insurance" here

By the way, if your StateDef 3300 actually has any Projectile MUGEN State Controller and/or Helper MUGEN State Controller which has any HitDef/Projectile MUGEN State Controller, then most likely during any Projectile hit and Helper HitDef hit or Helper's Projectile hit (i.e. Spiderman at left-hand-corner shoots a web ball, his Enemy is at the right-hand-corner, by the time his Enemy gets hit by his web ball, Spiderman's animation is likely finished already....), your main Player's state animation is finished.  So, it might be a good MUGEN idea to include the above ScreenBound in the StateDef -3 too:

[Statedef -3]
...................
...................
...................
[State -3, ScreenBound]
type = ScreenBound
trigger1 = StateNo = 3300 ;;;;;; mostly for use in Statedef -3
trigger1 = MoveHit = 1 ;;;;;; for your main Player's HitDef (single hit only)
trigger2 = ProjHit3300 = 1   ;;;;;; in case your StateDef 3300 has some Projectile MUGEN State Controller (single hit only)
trigger3 = NumHelper(3300) != 0   ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller
trigger3 = Helper(3300), MoveHit = 1 ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller which has some HitDef MUGEN State Controller (single hit only)
trigger4 = NumHelper(3300) != 0   ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller
trigger4 = ProjHit3300 = 1   ;;;;;; in case your StateDef 3300 has some Helper MUGEN State Controller which has some Projectile MUGEN State Controller (single hit only), and you don't need to use "Helper(3300), ProjHit3300 = 1" because all Helper's Projectiles belong to the Root, the main Player
value = 1
movecamera = 0, 1
ignorehitpause = 1   ;;;;;; some "insurance" here
persistent = 1   ;;;;;; some "insurance" here

Not sure whether it is exactly what you want though........ Rolling Eyes
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Mistah Jorge



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PostSubject: Re: Screenbounds... help!   January 12th 2016, 5:24 pm

uh... i got the same results... any other ideas guys?
(btw i want the camera to not move horizontally, but vertically it does work but i don't want it to move only when it hits)
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borewood2013



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PostSubject: Re: Screenbounds... help!   January 14th 2016, 6:44 am

@Mistah Jorge wrote:
uh... i got the same results... any other ideas guys?
(btw i want the camera to not move horizontally, but vertically it does work but i don't want it to move only when it hits)

Hmmmmmmmmmm.............since I don't know what exactly your StateDef 3300 does to both your Player and its Enemy............and I am making another assumption here:

- your Player in StateDef 3300 uses some HitDef/Projectile/Helper's Projectile to try to hit its Enemy:
- a) if there is no move hit/guard then the screen will not be bounded,
or
- b) if there is a move hit then either or both of your Player and its Enemy will move up high in the air, and making the screen scroll vertically
- then use the ScreenBound to try to disable horizontal screen scrolling, while enabling vertical screen scrolling ONLY when the move hits.....

** now the crucial part is the "who, upon a move hit, will go up/be sent up high in the air?" thingy.........

1) if ONLY your Player goes up high in the air, then my previous posted Triggers for the ScreenBound State Controller should do the job just fine......
2) if BOTH your Player and its Enemy or ONLY its Enemy go(es) up high in the air, then you have to put the victim in a custom state first, then use a ScreenBound State Controller to try to disable the victim's screen scrolling accordingly.  It is because just your Player's ScreenBound alone cannot control its Enemy's screen scrolling behavior........

I hope I am correct about this ScreenBound usage............ Rolling Eyes
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