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 Cloning glitch

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Mega_Man



Posts : 95
Join date : 2016-01-23

PostSubject: Cloning glitch   January 29th 2016, 9:32 pm

For some reason, whenever I combo from Light punch to Medium punch (which are both helper attacks) they create a random clone...

Here is the codes for Light and Medium kick.



;Crouch Light Kick
[State -1, Crouch Light Kick]
type = ChangeState
value = 330
triggerall = command = "a" && command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 300 && movecontact && prevstateno !=300


;Crouch Medium Kick
[State -1, Crouch Medium Kick]
type = ChangeState
value = 340
triggerall = command = "b" && command = "holddown"
triggerall = statetype = C
trigger1 = ctrl
trigger2 = stateno = 300 && movecontact
trigger3 = helper(331), movehit
trigger4 = stateno = 310 && movecontact && prevstateno !=310




;---------------------------------------------------------------------------
; C.LIGHT KICK
[Statedef 341]
type = C
movetype= A
physics = N
juggle = 2
velset = 0,0
ctrl = 0
anim = 341
poweradd = 10
sprpriority = 2

[State 330, Hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 29, 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S8000
guard.sparkno = s8010
sparkxy = -10, -20
hitsound = s1, 4
guardsound = s1, 5
ground.type = Low
air.type = Low
ground.slidetime = 3
ground.velocity = -2
air.velocity = -1.4,-1
ground.hittime = 15
air.hittime = 15
airguard.velocity = -1.9,-.8
fall = 0
;getpower = 0,0


[State 330, ChangeState]
type = destroyself
trigger1 = movehit || animtime = 0

;---------------------------------------------------------------------------
; C.MEDIUM KICK
[Statedef 340]
type = C
movetype= A
physics = C
juggle = 3
velset = 0,0
ctrl = 0
anim = 340
poweradd = 10
sprpriority = 2

[State 340, Hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 23, 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S8001
guard.sparkno = s8010
sparkxy = -10, -20
hitsound = s1, 3
guardsound = s1, 5
ground.type = Low
air.type = Low
ground.slidetime = 5
ground.velocity = -4
air.velocity = -1.4,-3
ground.hittime = 15
air.hittime = 15
airguard.velocity = -1.9,-.8
fall = 0
;getpower = 0,0


[State 0, Helper]
type = Helper
trigger1 = time = 5
triggerall = numhelper(341) = 0
helpertype = normal ;player
name = "helper"
ID = 341
stateno = 341
pos = 0,-100
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 0
pausemovetime = 0
;size.xscale =
;size.yscale =
;size.ground.back =
;size.ground.front =
;size.air.back =
;size.air.front =
;size.height =
;size.proj.doscale =
;size.head.pos = ,
;size.mid.pos = ,
;size.shadowoffset =
;ignorehitpause =
;persistent =




[State 340, PlaySnd]
type = PlaySnd
trigger1 = !time
value = s0, 0

[State 340, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; C.LIGHT KICK
[Statedef 331]
type = C
movetype= A
physics = N
juggle = 2
velset = 0,0
ctrl = 0
anim = 331
poweradd = 10
sprpriority = 2

[State 330, Hitdef]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 22, 12
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = S8000
guard.sparkno = s8010
sparkxy = -10, -20
hitsound = s1, 4
guardsound = s1, 5
ground.type = Low
air.type = Low
ground.slidetime = 3
ground.velocity = -2
air.velocity = -1.4,-1
ground.hittime = 15
air.hittime = 15
airguard.velocity = -1.9,-.8
fall = 0
;getpower = 0,0


[State 330, ChangeState]
type = destroyself
trigger1 = Animtime = 0
trigger2 = movehit
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Chimoru



Posts : 591
Join date : 2012-06-05
Age : 35
Location : Detroit

PostSubject: Re: Cloning glitch   January 29th 2016, 9:42 pm

It's hard to diagnose.  Do you have all your sprites and animations that it's asking for?  The hitsparks, etc?

what about this helper code 341?
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Mega_Man



Posts : 95
Join date : 2016-01-23

PostSubject: Re: Cloning glitch   January 29th 2016, 9:46 pm

It's all there. Helper 341 was copied from the original Medium kick attack. It destroys itself when animtime = 0 or it lands a hit. (Movehit)
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Chimoru



Posts : 591
Join date : 2012-06-05
Age : 35
Location : Detroit

PostSubject: Re: Cloning glitch   January 29th 2016, 10:17 pm

Why is the light kick destroying itself? Shouldn't it just change back to the 0 stance animation?
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Mega_Man



Posts : 95
Join date : 2016-01-23

PostSubject: Re: Cloning glitch   January 29th 2016, 11:17 pm

Its not. Light kick (aka helper code 341) is supposed to destroy itself. Light kick itself transitions to state 11 which is the crouching state
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borewood2013



Posts : 3127
Join date : 2014-08-11

PostSubject: Re: Cloning glitch   January 31st 2016, 4:42 am

Some MUGEN screen shots (still PNGs or better, animated GIFs) can be helpful..........oh please turn on MUGEN debug mode too (Ctrl-D in-game, may need to do it a few times to show Helpers' status too).......

It can be helpful too if you can post all the AIR animations of your StateDefs 330/331/340/341 here too....

By the way, were you trying to do the combo against the same MUGEN character? Question   It is because I suspect that your MUGEN Helpers were being hit and they were sent to the main Player's 5xxx states, hence there produced some clones........ Rolling Eyes  If this was the case, then I suggest you to add a DestroySelf to every state in your custom common1.cns (don't add it to your StateDef -1/-2/-3 as it is meaningless to normal MUGEN !keyctrl Helpers), to kill all clones produced by this mean............

Also some minor yet worthy things:
1) for the "trigger3 = helper(331), movehit", it would be nice to include a "trigger3 = numhelper(331) != 0" right before that...
2) if your MUGEN Helpers' animation has some blue hurt boxes, then it would be nice to include a HitOverride even you give them a NotHitBy...
3) if your MUGEN Helpers' animation has some red hit boxes, then it would be nice to include a ChangeState with a MoveReversed Trigger...
4) for a some MUGEN Helper safety issue -- it helps eliminate unwanted MUGEN bugs by putting these MUGEN state controllers under your StateDef -1/-2/-3:

Code:
;=======================================================================
; == Helper safety ==
;=======================================================================
[State -1/-2/-3, ChangeState]
type = ChangeState
trigger1 = IsHelper(331)
trigger1 = StateNo != 331
value = 331
pausemovetime = 2147483647
supermovetime = 2147483647
ignorehitpause = 1

[State -1/-2/-3, ChangeState]
type = ChangeState
trigger1 = IsHelper(341)
trigger1 = StateNo != 341
value = 341
pausemovetime = 2147483647
supermovetime = 2147483647
ignorehitpause = 1
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