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Another Error...

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Author Topic: Another Error...  (Read 782 times)
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Captain Deidara
Guest
« on: October 03, 2007, 08:29:45 pm »

It keeps saying something is wrong in command down x in my .CMD for Gawd Luigi.
Heres the CMD:
Code:
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[command]
name = "down c"
command = D+c
time = 1

[command]
name = "down b"
command = D+b
time = 1

[Command]
name = "down x"
command = D+Y
time = 1

[Command]
name = "down y"
command = D+Y
time = 1

[Command]
name = "down z"
command = D+Z
time = 1

[Command]
name = "air x"
command = U,X
time = 1

[Command]
name = "air y"
command = U,Y
time = 1

[Command]
name = "air z"
command = U,Z
time = 1

[Command]
name = "HCF_c"
command = D,F,DF,F+C
time = 1

[Command]
name = "holdfwd";Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback";Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown";Required (do not remove)
command = /$D
time = 1

[State -1, Stand Light Punch]
type = ChangeState
value = 1
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 200
trigger2 = time > 6

;---------------------------------------------------------------------------
[State -1, Stand Medium Punch]
type = ChangeState
value = 2
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6
;----------------------------------------------------------------------------
[State -1, Stand Strong Punch]
type = ChangeState
value = 3
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
[State -1, Stand Light Kick]
type = ChangeState
value = 6
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
[State -1, Stand Medium Kick]
type = ChangeState
value = 7
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 7
trigger3 = (stateno = 230) && time > 9

;---------------------------------------------------------------------------
[State -1, Standing Strong Kick]
type = ChangeState
value = 8
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 230) && time > 6

;---------------------------------------------------------------------------
[State -1, Crouching Uppercut]
type = ChangeState
value = 4
triggerall = command = "down b"
triggerall = command != "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Spin Special]
type = ChangeState
value = 5
triggerall = command = "down c"
triggerall = command != "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Crouch Light Kick]
type = ChangeState
value = 6
triggerall = command = "down x"
triggerall = command != "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Crouch Medium Kick]
type = ChangeState
value = 7
triggerall = command = "down y"
triggerall = command != "holddown"
trigger1 = statetype = C
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, Crouch Hard Kick]
type = ChangeState
value = 8
triggerall = command = "down z"
triggerall = command != "holddown"
trigger1 = statetype = C
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Ghettidouken]
type = ChangeState
value = 14
triggerall = command = "HCF_c"
triggerall = power >= 500
triggerall = statetype != S
trigger1 = ctrl
trigger2 = movecontact

Pweaze healp meh.
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Asstec
Guest
« Reply #1 on: October 03, 2007, 08:31:34 pm »

Um Wat r u doing

The command for duck attaks arent suppose to be like that jus use a/b/c/etc and hav the statetype as C
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Shin_LvL2_Akuma
Guest
« Reply #2 on: October 03, 2007, 08:32:40 pm »

stand medium and stand light have both use "x" for a command.

plus down+x is the same command as down+y

also no caps for "x,y,z,a,b,and c"

and wtf "asstec" is that rice?
« Last Edit: October 03, 2007, 08:34:48 pm by Shin_LvL3_Headcrab » Report Spam   Logged
Captain Deidara
Guest
« Reply #3 on: October 03, 2007, 08:35:08 pm »

Um Wat r u doing

The command for duck attaks arent suppose to be like that jus use a/b/c/etc and hav the statetype as C

Well, Im not really an expert at commands and why do you spell like that?

stand medium and stand light have both use "x" for a command.
and wtf "asstec" is that rice?

DOH!

Yeah Im an idjit.
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Asstec
Guest
« Reply #4 on: October 03, 2007, 08:38:15 pm »

What are you doing?

The Commands for Crouch attacks aren't suppose to be like that, just use normal attack commands with the statetype as C.
Translated.  Wink
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Captain Deidara
Guest
« Reply #5 on: October 03, 2007, 08:41:50 pm »

Thanks for telling me, hopefully I can get him playable by tomarrow.

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WanteD
Guest
« Reply #6 on: October 05, 2007, 03:28:06 am »

what in the world did you do with the values?

You have 7, 8 like 3 times, btw why are they 1,2,4,5,6,7,8 etc.? is that really the states you are using?
because kfm starts in 200, 210 etc.
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Captain Deidara
Guest
« Reply #7 on: October 05, 2007, 05:42:21 pm »

yeah those are the states...

Okay, I fixed that error, now I got a bigger and fancier error. ¬_¬

Quote from:  Error Mofoka
Error Message: Anim must be > 0
error parsing trigger 1,1
error parsting [State 1,1]
error in [StateDef 1]
Error in GodLuigi.cns
Character needs to be updated. See docs/incompt*.txt.
Error loading chars/God Luigi/God Luigi.def
Error Loading P1

Library error message: Died parsing AnimElem = 0

Please help. =/
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DjSturks
Guest
« Reply #8 on: October 05, 2007, 05:47:10 pm »

yeah those are the states...

Okay, I fixed that error, now I got a bigger and fancier error. ¬_¬

Quote from:  Error Mofoka
Error Message: Anim must be > 0
error parsing trigger 1,1
error parsting [State 1,1]
error in [StateDef 1]
Error in GodLuigi.cns
Character needs to be updated. See docs/incompt*.txt.
Error loading chars/God Luigi/God Luigi.def
Error Loading P1

Library error message: Died parsing AnimElem = 0

Please help. =/


It's cuz u got an illegal animelem.  animelem = 0 is not possible.  the animations start at 1 and go up from there.  If you look at the erro, it tells u in detail.

Error Message: Anim must be > 0
error parsing trigger 1,1
error parsting [State 1,1]

Thats telling you there in an error in state 1,1 (wtf? state 1?) and that the anim has to be a value > 0
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Captain Deidara
Guest
« Reply #9 on: October 05, 2007, 05:54:44 pm »

Okay, so do I change the AnimElem to the #of animation or # or State?
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DjSturks
Guest
« Reply #10 on: October 05, 2007, 06:27:44 pm »

lemme give you a hadouken for example.  If your characters arm is extended at the 3 frame of the animation, that is animelem = 3, and the frame you would want the hadou launched.  I think kfm has an example of it in his coding.
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Captain Deidara
Guest
« Reply #11 on: October 05, 2007, 06:42:13 pm »

Okay i gotcha, so for an attack its the part of the animation that hits the opponent?
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Shin_LvL2_Akuma
Guest
« Reply #12 on: October 05, 2007, 07:03:17 pm »

Okay i gotcha, so for an attack its the part of the animation that hits the opponent?

yah, but if ur using it for a sound/after image or any other effect, its not just when you want to attack, it can also be used as a trigger.

(eX: if u want ashurawarp afterimage to start at the very beggining, animelem = 1

if u want after image to start towards the later frames, animelem = the # that u want it.

etc..
etc...
etc...
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Captain Deidara
Guest
« Reply #13 on: October 05, 2007, 07:07:59 pm »

Okay, I think I got this now.

So if the second image is the one that is the hit from the attack it would look like:
AnimElem = 2

Right?
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Shin_LvL2_Akuma
Guest
« Reply #14 on: October 05, 2007, 07:26:28 pm »

Okay, I think I got this now.

So if the second image is the one that is the hit from the attack it would look like:
AnimElem = 2

Right?

yes.

that will trigger the hitdef.

as it is able to trigger other state blocks as well.
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