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Author Topic: "standing in the air" glitch  (Read 673 times)

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Offline fer619

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"standing in the air" glitch
« on: July 17, 2008, 05:36:28 PM »
well, after i released my first char, chargin chuck, i noticed a glitch where chucky, when AI-controlled, ends up "standing" in the air after an aerial move, like a jumping strong punch. here's a screenshot of the glitch:



i've tried several things but nothing worked. can anyone help me out with this glitch?


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Offline Kong

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Re: "standing in the air" glitch
« Reply #1 on: July 17, 2008, 08:12:05 PM »
post the code for the jump strong punch.

and command code for the ai.

Offline fer619

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Re: "standing in the air" glitch
« Reply #2 on: July 17, 2008, 09:05:54 PM »
jumping strong punch code:

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
anim = 620
sprpriority = 2

[State 620, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 25, 1
animtype = Med
guardflag = HA
hitflag = HAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 1
sparkxy = 11, -19
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3, -4
air.hittime = 12

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1
volume = 0
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1


In Statedef -1:

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640
trigger2 = movecontact
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Offline Kong

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Re: "standing in the air" glitch
« Reply #3 on: July 17, 2008, 09:46:58 PM »
nothing wrong with the code,

check the other command trigger for ground state, not while statetype = A

Offline fer619

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Re: "standing in the air" glitch
« Reply #4 on: July 19, 2008, 07:20:15 PM »
check the other command trigger for ground state, not while statetype = A

which other trigger do u mean? do u mean for the standing attacks?
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Offline Fallen_Angel

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Re: "standing in the air" glitch
« Reply #5 on: July 20, 2008, 09:19:04 PM »
try adding a changestate that changes to state 50, so you make your char goes to the end of the jump state


sig made by shullbocka

Offline fer619

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Re: "standing in the air" glitch
« Reply #6 on: July 21, 2008, 02:56:22 PM »
try adding a changestate that changes to state 50, so you make your char goes to the end of the jump state

if i try a changestate, should i get rid of the ctrlset?
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Offline dante244

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Re: "standing in the air" glitch
« Reply #7 on: July 21, 2008, 03:15:17 PM »
 i got the same problem, the char do a special move and then he stands in the air:P

i' m sorry but i have some questions of the command of you use:

[Statedef 620]
type    = A
movetype= A
physics = A ;what is this?; i know it could be A, N, S but what is that?
juggle  = 4 ; what is this=?
poweradd= 50
ctrl = 0
anim = 620
sprpriority = 2 ;what is this?

; ?=what is this?

[State 620, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA ;?
damage = 25, 1
animtype = Med ;?;heavy, hard, med, ?
guardflag = HA ;?
hitflag = HAF ;?
priority = 3, Hit ;?
pausetime = 12, 12
sparkno = 1 ;    ??????
sparkxy = 11, -19 ;?????
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 17 ;?????
ground.hittime  = 17 ;?????
ground.velocity = -5 ; x, y , is that right?
airguard.velocity = -1.9,-.8 ; x, y, when hit the playetr in the air, is that right?
air.type = High
air.velocity = -3, -4
air.hittime = 12 ?????

[State 620, 5] ???
type = CtrlSet ???
trigger1 = Time = 20
value = 1 ?????


In Statedef -1:

;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 600 || stateno = 640    ; i dont know why is this neccesary but i saw
                                                                in many chars; ????
trigger2 = movecontact ????

Offline fer619

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Re: "standing in the air" glitch
« Reply #8 on: July 21, 2008, 05:02:21 PM »
a lot of your questions can be answered by the documents found in the "docs" folder of your mugen, i suggest you read them carefully
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Offline Fallen_Angel

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Re: "standing in the air" glitch
« Reply #9 on: July 21, 2008, 05:07:11 PM »
the ctrlset, and the changestate makes a total different stuff, the changestate to state 50, makes the char go to a jump down state, and the ctrl makes that  you can control your char again, and never enter the state, in the basic standing hits, it doesn't make a lot of difference, but its better changing always to a neutral state


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Offline fer619

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Re: "standing in the air" glitch
« Reply #10 on: July 21, 2008, 05:17:25 PM »
hmmm...ok, i'll try the changestate and i'll let u know if it worked


EIDT: nope, did not work. maybe if anyone who downloaded chucky could look at his files and tell me what the problem could be, because i don't know what else to do  ~X(
« Last Edit: July 22, 2008, 02:14:06 PM by fer619 »
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Offline nick09

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Re: "standing in the air" glitch
« Reply #11 on: July 22, 2008, 04:36:20 PM »
Now, now you don't need to steal attention from the other topics by stickying your topic.

Patience is rewarded greatly.

Offline shinra358

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Re: "standing in the air" glitch
« Reply #12 on: July 22, 2008, 06:24:16 PM »
you may also want to post your standing attack that is used with the same button. make sure all your standing attack commands in the cmd file have a triggerall that says Statetype = S only. for air attacks, statetype = A only. for crouching, statetype = C only. if still dont "work", go to the tutorial section and look for the no standing states in air code, but only if ya lazy lol.
« Last Edit: July 22, 2008, 06:30:17 PM by shinra358 »

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