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Gouken parry problem once he start he never stops.

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Author Topic: Gouken parry problem once he start he never stops.  (Read 384 times)
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alexlexus
Guest
« on: October 08, 2007, 07:54:45 am »

hey yall i have been trying to fix my gouken and azcal let me barrow his parry coding
and gouken keeps auto parrying. i tried other codes and i've had the same results.
i will send you gouken to look at if you can fix.
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NxL
Guest
« Reply #1 on: October 08, 2007, 12:40:44 pm »

Hmmm... I guess there should be an AI detection trigger missing somewhere in your hitoverride blocks. Just post these blocks, and I should be able to help.
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blue wolfmage
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« Reply #2 on: October 08, 2007, 01:43:54 pm »

A changestate at the end of the parry code could be wrong...

Also check that the triggers that activate the parry state at [State -1] are safe and will not trigger every time. Pots' codes are opensource now, I simplified this one.

[State -1]
type=hitoverride
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
trigger1=ctrl||stateno= ?||stateno=?
trigger2=(stateno=[150,153])
attr=SA,AA,AP
stateno= ?   ;Here goes the parry code stateno that will activate with the command.
time=ifelse((stateno=[150,153]),4,8)


But I bet if you add a negative trigger, the self parry will stop, something like:

[State -1]
type=hitoverride
triggerall=command="fwd"&&command!="back"&&command!="up"&&command!="down"
triggerall = stateno != ? ; This is the negative trigger, state no of your parry code here.
trigger1=ctrl||stateno=?||stateno=?  ; Here goes the parry code stateno that will activate with the command.
trigger2=(stateno=[150,153])
attr=SA,AA,AP
stateno= ?   ;Here goes the parry code stateno that will activate with the command.
time=ifelse((stateno=[150,153]),4,8)



You might want to try different triggers to activate the move.
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alexlexus
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« Reply #3 on: October 09, 2007, 01:20:25 pm »

[Statedef 4000]
type = S
movetype = I
physics = S
anim = 4000
velset = 0,0
sprpriority = 3
facep2 = 1
ctrl = 0

[State -2, ブロッキング]
type = VarSet
trigger1 = time = 0
var(29) = var(29)+1

[State 4000, posadd]
type = posadd
trigger1 = time = 0
trigger1 = enemynear,hitdefattr = SA, HA
x = -10*const(size.xscale)

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 0,1
channel = 0

[State 4000, playsnd]
type = playsnd
trigger1 = Time = 0
value = 4000,0

[State 4000, EnvShake]
type = EnvShake
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = 2
freq = 180
phase = 40

[State 4000, nothitby]
type = nothitby
trigger1 = var(0) = 0
trigger1 = time = 0
value = SCA
time = 16

[State 4000, PalFX]
type = PalFX
trigger1 = !var(32) || var(29)!=1
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 50,50,250

[State 4000, PalFX]
type = PalFX
trigger1 = var(29)=1 && var(32)
trigger1 = time <= 12
trigger1 = time%2 = 0
time = 1
color = 0
add = 250,0,0

[State 4000, explod]
type = explod
trigger1 = Time = 1
anim = 7000
pos = 42,-82
postype = p1
facing = 1
sprpriority = 3
bindtime = -1
pausemovetime = 60
ignorehitpause = 1
ownpal = 1
scale = const(size.xscale),const(size.yscale)

[State 4000, Pause]
type = Pause
trigger1 = time = 0
time = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))
movetime = 20-ifelse((GetHitVar(animtype)=[3,5]),4,GetHitVar(animtype))-ifelse(GetHitVar(hitshaketime)>16,16,GetHitVar(hitshaketime))

[State 4000, asserts]
type = assertspecial
trigger1 = animelemtime(4) < 0
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State -2, ChangeState]
type = ChangeState
triggerall = var(50) = 0 && command = "holdback"
triggerall = inguarddist
trigger1 = animelemtime(4) = 0
value = 120

[State 4000, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(4) = 0
value = 1

[State 4000, sprpriority]
type = sprpriority
trigger1 = animelemtime(4) >= 0
value = 0

[State 4000, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


cmd

;parry control-------

[Command]
name = "parrystanding"
command = ~F
time = 10

[Command]
name = "parrylow"
command = ~D
time = 10


[Command]
name = "parryair"
command = ~F
time = 10


[State -1, stand parry]
type = hitoverride
triggerAll = statetype !=A
triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = var(40) = 1
attr = SA, AA, AP
stateno = 4000
ignorehitPause = 1


i just renamed some stuff but everything is exacty how it's supposed to be.
this code is for the standing parry which is giving the problem.


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NxL
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« Reply #4 on: October 09, 2007, 02:25:05 pm »

[State -1, stand parry]
type = hitoverride
triggerAll = statetype !=A
triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = var(40) = 1
attr = SA, AA, AP
stateno = 4000
ignorehitPause = 1
I guess the problem lies here.
I think var(40) doesn't reset itself after a successful parry, or after you perform the parry command.
A Z Cal's code has a controller which resets var(40) to 0 if your char isn't in state 20 (in the CMD), and sets var(40) to 1 only during the 10 first frames the character is in state 20 (in the common1.cns). Maybe you didn't implement a part of this code.

Can't see anything wrong with the rest of the code.

Hope it helped.
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alexlexus
Guest
« Reply #5 on: October 09, 2007, 07:44:23 pm »

[State -1, air parry]
type = hitoverride
triggerAll = statetype !=A
triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
attr = SCA, AP, AA
stateno = 4000
ignorehitPause = 1


[State -1, crouch parry]
type = hitoverride
triggerAll = enemynear, Movetype = A
triggerAll = statetype = C && statetype !=A

triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = Command = "holddown"
attr = SCA, HA, SA, NA, HP, SP, NP, AP, AA
stateno = 4100
ignorehitPause = 1

[State -1,  parry]
type = hitoverride
triggerAll = statetype !=S
triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
attr = SA, AA, AP
stateno = 4200
ignorehitPause = 1



i fixed it thanks guys i played with this in the cmd and it started working perfectly
« Last Edit: October 09, 2007, 07:59:22 pm by alexlexus » Report Spam   Logged
Nekkou Nao
Guest
« Reply #6 on: October 13, 2007, 09:46:49 am »

[State -1, air parry]
type = hitoverride
triggerAll = statetype !=A
triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
attr = SCA, AP, AA
stateno = 4000
ignorehitPause = 1

[State -1, crouch parry]
type = hitoverride
triggerAll = enemynear, Movetype = A
triggerAll = statetype = C && statetype !=A

triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = Command = "holddown"
attr = SCA, HA, SA, NA, HP, SP, NP, AP, AA
stateno = 4100
ignorehitPause = 1

[State -1,  parry]
type = hitoverride
triggerAll = statetype !=S
triggerAll = Movetype !=H
triggerall = var(59) = 0
trigger1 = command = "holdfwd"
attr = SA, AA, AP
stateno = 4200
ignorehitPause = 1



i fixed it thanks guys i played with this in the cmd and it started working perfectly


:O WAIT! Shouldn't you put a changestate code?
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