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IMT Main => M.U.G.E.N Help => Topic started by: fer619 on July 17, 2008, 05:36:28 PM

Title: "standing in the air" glitch
Post by: fer619 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:

(http://i305.photobucket.com/albums/nn219/fer619zamora/Chargin%20Chuck%20for%20MUGEN/ChuckyGlitch.gif)

i've tried several things but nothing worked. can anyone help me out with this glitch?
Title: Re: "standing in the air" glitch
Post by: Kong on July 17, 2008, 08:12:05 PM
post the code for the jump strong punch.

and command code for the ai.
Title: Re: "standing in the air" glitch
Post by: fer619 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
Title: Re: "standing in the air" glitch
Post by: Kong 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
Title: Re: "standing in the air" glitch
Post by: fer619 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?
Title: Re: "standing in the air" glitch
Post by: Fallen_Angel 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
Title: Re: "standing in the air" glitch
Post by: fer619 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?
Title: Re: "standing in the air" glitch
Post by: dante244 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 ????
Title: Re: "standing in the air" glitch
Post by: fer619 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
Title: Re: "standing in the air" glitch
Post by: Fallen_Angel 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
Title: Re: "standing in the air" glitch
Post by: fer619 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(
Title: Re: "standing in the air" glitch
Post by: nick09 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.
Title: Re: "standing in the air" glitch
Post by: shinra358 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.
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