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Author Topic: Jumping at the end of the match  (Read 1300 times)

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Offline Acey

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Jumping at the end of the match
« on: September 05, 2013, 03:59:19 PM »
Hi, my name is Acey and I'm somewhat new to mugen. I'm learning how to program and I have this character that likes to jump around even after the match is over. It ends up delaying the end of the match and it feels kind of unprofessional. I know it's AI related but I can't really figure out what is causing it. I have a hard time duplicating the bug consistently to effectively test it. I was wondering if anyone has had a similar issue and if they could point me in the right direction.

http://www.infinitymugenteam.com/Uploads/AvX/RedHulk.zip



Offline RobiWanKen0bi

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Re: Jumping at the end of the match
« Reply #1 on: September 05, 2013, 04:23:51 PM »
Oh man. 8=| I think somebody hacked Acey's account, or he finally snapped.   ;)
Acey needs help with a code?! I think the Apocalypse is coming!  /:O

Offline ZVitor

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Re: Jumping at the end of the match
« Reply #2 on: September 05, 2013, 04:29:07 PM »
DONT WORRY MY FRIEND!!!!

Cyanide is coming!

(My guess is, some AI variable being used at other place....)

Offline RobiWanKen0bi

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Re: Jumping at the end of the match
« Reply #3 on: September 05, 2013, 06:06:59 PM »
Um Ace, I've downloaded and tested him about 10 times in all possible ways (Red Hulk VS Hulk, normal and hyper finish etc.) and never jumps at the win pose. I've tested him in Mugen 1.1b.

Offline Cyanide

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Re: Jumping at the end of the match
« Reply #4 on: September 06, 2013, 01:59:27 AM »
Depending on where your AI is coded, this can occur, especially if you have hardcoded some of the basic states like stand or walk.

If it is in state -1, this shouldn't be possible unless you've messed some triggers up. If your AI is in state -2 or state -3... I need some more info on how you activate it. Are you just using AIlevel, or AIlevel to activate a variable?

If it's in -2/-3 and you're using a variable, remember to deactivate the AI when roundstate > 2

If you're using -2/-3 and not using a variable, you need a roundstate = 2 on pretty much everything to lock it into just the fighting stages of mugen and have it essentially "off" when the round is over.

State -1 shouldn't have this issue as it's only active during roundstate = 2 iirc. If it is in -1, you're not hardcoding default states at all are you? the problem could easily live there.

Offline I-Skorp-I

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Re: Jumping at the end of the match
« Reply #5 on: September 06, 2013, 06:51:10 AM »
If it helps Cyanide this is what Acey is talking about

Quote
Found a few bugs with Red Hulk.

The 1st bug is when every time he faces The Hulk or the Incredible Hulk char that i have when the hulk does the gamma crush hyper he gets stuck in the air it only happens when you face the hulk with the red hulk tho.


And the 2ed bug i found is most of the time he wins the match he just starts randomly jumping for no reason lol and besides i get this weird message saying: "Warning player red hulk in state 40 has no I-TH nearest enemy". idk what that is hopefully it's something you can fix.

Sting Of The Scorpion

Offline Cyanide

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Re: Jumping at the end of the match
« Reply #6 on: September 06, 2013, 08:06:58 AM »
I doubt the 2 are related. nth nearest enemy is an easy fix though

trigger1 = numenemy
trigger1 = enemynear(0), whatever

Is all it takes for that one. Identify that there is an enemy first before triggering based on it. Redirects die if p2 is dead.

The jumping will be something else. By the sounds of it, hardcoding in state 0 or 20 is what's going on there but i tend not to DL stuff to find out. I'm sure Acey is smart enough to run through a few things.

Offline Acey

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Re: Jumping at the end of the match
« Reply #7 on: September 06, 2013, 05:39:44 PM »
Depending on where your AI is coded, this can occur, especially if you have hardcoded some of the basic states like stand or walk.

If it is in state -1, this shouldn't be possible unless you've messed some triggers up. If your AI is in state -2 or state -3... I need some more info on how you activate it. Are you just using AIlevel, or AIlevel to activate a variable?

If it's in -2/-3 and you're using a variable, remember to deactivate the AI when roundstate > 2

If you're using -2/-3 and not using a variable, you need a roundstate = 2 on pretty much everything to lock it into just the fighting stages of mugen and have it essentially "off" when the round is over.

State -1 shouldn't have this issue as it's only active during roundstate = 2 iirc. If it is in -1, you're not hardcoding default states at all are you? the problem could easily live there.

In statedef -1, AIlevel is activating var(59)

I'm interested in what you're talking about "hardcoded custom states" though. I'm not sure I know what you mean. I understand by custom states you're talking about basically everything on common1.cns.

Edit: as I was pressing send I had an epiphany based on what you said, [statedef -1] is only read during roundstate 2 (I didn't know that). I bet if I deactivate var(59) in [statedef -2] for when not in roundstate 2 then it will fix the issue. Thanks!

Offline Cyanide

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Re: Jumping at the end of the match
« Reply #8 on: September 06, 2013, 10:42:32 PM »
So, your AI is coded in state -2 then? Yeah, that's something that can go wrong.

Sorry, custom states was the wrong wording

Hardcoding common states like State 0 to act differently and including the AI code within them.

Offline Acey

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Re: Jumping at the end of the match
« Reply #9 on: September 08, 2013, 01:48:40 PM »
So, your AI is coded in state -2 then? Yeah, that's something that can go wrong.

Sorry, custom states was the wrong wording

Hardcoding common states like State 0 to act differently and including the AI code within them.

I see what you mean about hard coding then.

The AI is is [statdef -1]. But the deactivation is also in [statedef -1] so when you said [statedef -1] isn't read once the match is won then it makes sense that the AI deativation (also in statedef -1) isn't being read. I'm adding an additional deactivation in statedef -2 for:

Code: [Select]
triger1 = roundstate != 2
I think this should solve the problem. I'll leave Hulk running for a few hours today and see if I can catch the bug. Time will tell.

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