Infinity MUGEN Team
IMT Main => M.U.G.E.N Guides & Tutorials => Topic started by: Fallen_Angel on September 29, 2007, 11:42:09 PM
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I've read many users asking for the superjump, so I decided to make a little tutorial, fist these goes in the cns
;Super Jump
[Statedef xxx]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0
[State 0, ]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 0, ]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 0, ]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 0, ]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
and these goes in the cmd
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
; If you want to make a launcher you can use these
trigger2 = (stateno = yyy) && (movehit) && (command = "holdup") ;yyy right here is the stateno for your lancher
If you have any question about these I will try to help you
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does this tell you how high you want him to jump to because what if i want him to jump higher than he usualy does.... talkin about editing a character
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the code that I put is, the superjump from marvel vs capcom, if you want to change the normal jump, in the cns you have to edit these value.
[Movement]
airjump.num = 2 ;Number of air jumps allowed (opt)
airjump.height = 50 ;Minimum distance from ground before you can air jump (opt)
yaccel = .44 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
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airjump.height = 50 ;Minimum distance from ground before you can air jump (opt)
so this is how high he goes up
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Tupac, youre right thats it
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Hi Fallen Angel,
I tried your superjump technique on several characters and it worked flawless. Thank you so much. However, when I tried putting the code on Ryu LVL2, he keeps doing the superjump without me doing anything. Hope you can help me out on this. I am very much a newbie, so I am learning as I go. Thanks
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puissance, I think that the error could be that you are repeating the statedef number, try changin it, if it still doesnt work, send me the char and I will tell you what is the problem
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do you know what can go here: value = xxx
some characters get the super jump, but the normal jump is the same as the super what can i do?
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do you know what can go here: value = xxx
some characters get the super jump, but the normal jump is the same as the super what can i do?
the value has to be the same number as the statedef.
I dont know what could be the problem. Can you tell me one char that has the problem??.
maybe the problem could be these
[Movement]
airjump.num = 2 ;Number of air jumps allowed (opt)
airjump.height = 50 ;Minimum distance from ground before you can air jump (opt)
yaccel = .44 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
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I uh, cut and pasted the information into the right files, saved, and I never got any super jump. =\
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you can't just cut and paste...... :-"
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you can't just cut and paste...... :-"
What exactly do I do then? :|
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read the coding.
see the x's here?
;Super Jump
[Statedef xxx]; change these for the number that you want
it can't just be x's.
also the
[State 0, ]
in the cns each must be like
for example.
[State 0, 0], [State 0, 1]
and so on.
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I've done it no problem. But I was wondering how you make it so you can super jump diagonally left and right as well, if I want my char to be able to leap over tall enemies. Jumping straight up doesn't really help :)
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I uh, cut and pasted the information into the right files, saved, and I never got any super jump. =\
change al the xxx , for numbers like 123, or whaterever just make sure to not repeat statedef
I've done it no problem. But I was wondering how you make it so you can super jump diagonally left and right as well, if I want my char to be able to leap over tall enemies. Jumping straight up doesn't really help :)
If you noly want to make the superjump diagonally modify the vel on x. but if you want to make the superjump that can move in the air (its like diagonally), you can add these to your statedef -3, these code will add velocity to your jump
[State -3,veladd]
type = Veladd
triggerall =command = "holdfwd"
triggerall = prevstateno = xxx ; the superjumo state
trigger1 = stateno = 50; jump state
x = .2 ; maybe you need to modify these value
[State state-3,veladd]
type = Veladd
triggerall =command = "holdback"
triggerall = prevstateno = xxx
trigger1 = stateno = 50
x = -.2
the code means that when you made the superjump, if you hold fwr or back while you are jumping you will add velocity to your char
I hope that helps. :w00t:
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It works perfectly. Thanks mate. :w00t:
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I have another little query. ;) It sounds simple enough but I need to be sure, how would we go about adding in a dust cloud on the floor as you super jump? And also where would the plysnd go?
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To make that you need to add an explod like these
[State xxx, x] ;Dust Spark
type = explod
trigger1 = Animelem = 1 ; the first sprite of the anim
anim = xxx ; the anim of the dust
pos = 0,0 ; the position, maybe you need to adjust these
sprpriority = 4
ownpal = 1
and for the sound use a playsnd, and use the same trigger ;)
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how can i combine a launcher into this superjump? I know I can adjust the value of the attack's vertical, but can I add a chase value to it using this code?
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To make a launcher you need to add these to the statedef of the hit
[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control
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[State xxx, jump combo]
is xxx the superjump value or the attack's value, and at what part do I put this in?
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You can put whaterever number on the state xxx (for example state 123), it doesn't affect, its just to identify if you make a mistake, it would affect if it was statedef
you add these to the statedef of the hit
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sprpriority = 4
sprpriority is layer right?
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sprpriority its the priority of the sprite, :)
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ohhhh so i think i get it now. sprpriority 4 will follow after spripriority 3 is that correct?
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the spriority defines wich sprite is on front and wich one is behind the higher its the one that its in front
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After I've done everything, all the guy does, from the start of the battle onward, is slide across the floor and freeze at the end of the screen.
:-??
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Crabneck can you tell what character is??
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Just my own WIP character, Ren Inazuma (The guy with red hair in my sig).
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Crabneck, maybe the problems is that you use a statedef that was already used by the common1
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I uh, cut and pasted the information into the right files, saved, and I never got any super jump. =\
change al the xxx , for numbers like 123, or whaterever just make sure to not repeat statedef
So then, I paste this into the .cmd file of my character:
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
and the value = xxx, I replace the xxx with any three digits I want?
I wish I could just see a screenshot of what all of this is supposed to look like lol.
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value = ###### has to be exactly the same as the statedef.
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To make a launcher you need to add these to the statedef of the hit
[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control
Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
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To make a launcher you need to add these to the statedef of the hit
[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control
Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
hit as in *launcher*
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I added the code but he superjumps throughout the whole match even when I'm not pressing down and up. How do you fix that?
This is the code I have used.
In CNS:
;Super Jump
[Statedef 0]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0
[State 0, 0]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 0, 1]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 0, 2]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 0, 3]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
[State 0, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
In CMD:
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = 0
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
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To make a launcher you need to add these to the statedef of the hit
[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control
Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
hit as in *launcher*
I got that, but I haven't been able to apply it to the attack, I haven't figure out where it goes in the attack.
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To make a launcher you need to add these to the statedef of the hit
[state xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these menas that you re-gain control
Hate to dig up old dirt, but I never did figure out what you meant by statedef of the hit. Think you could give me an example with Kung Fu Man's code or something?
hit as in *launcher*
I got that, but I haven't been able to apply it to the attack, I haven't figure out where it goes in the attack.
anywhere that isnt under the changestate
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For the sake of sounding stupid, which I know I am, I don't get it. Adding the superjump code I understood right off the bat, but the launcher is escaping me.
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For the sake of sounding stupid, which I know I am, I don't get it. Adding the superjump code I understood right off the bat, but the launcher is escaping me.
.. the statedef where your putting the superjump code.. is the launcher... so just add the state in the state def.. anywhere thats not at the end of the launchers statedef..
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So say I use this:
;Crouching Hard punch
[Statedef 420]
type = C
movetype= A
physics = C
juggle = 7
poweradd= 70
ctrl = 0
anim = 420
sprpriority = 2
[State 420, Width]
type = Width
trigger1 = time = 0
player = 30,30
[State 420, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 50
animtype = up
hitflag = MAF
guardflag = MA
pausetime = 8, 12
sparkno = S11003
sparkxy = -20, 50
guard.sparkno = -1
hitsound = S7, 4
guardsound = 6, 0
ground.type = Low
ground.slidetime = 15
ground.velocity = -0, -9.5
guard.velocity = -15
air.velocity = -0, -9
;fall = 1
fall.recovertime = 10
;fall.yvelocity = -4.5
;fall.recover = 0
ground.cornerpush.veloff = -3.5
guard.cornerpush.veloff = -6
<--
[State 420, 2] |
type = ChangeState
trigger1 = AnimTime = 0 |
value = 11
ctrl = 1 |
[State 420, PlaySnd] |
type = PlaySnd
trigger1 = time = 0 |
value = S4,1
volume = 200 |
channel = -1
;lowpriority = -1 |
freqmul = 1.0
loop = 0 |
pan = 0
|
[State 420, PlaySnd]
type = PlaySnd |
trigger1 = time = 0
value = S7,2 |
volume = 0
channel = -1 |
;lowpriority = -1
freqmul = 1.0 |
loop = 0
pan = 0 |
I Plug it in here? - - - - - - - - -|
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finally :-w
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finally :-w
seriously, I was getting mad at myself. I surprised I even got the super jump right. I've been jerry-rigging mugen since 2002 without tech docs so I still don't know alot as far as coding goes.
Edit:Ok, do I need to remove the other changestate for it to work, cause right now, nothing happened.
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finally :-w
seriously, I was getting mad at myself. I surprised I even got the super jump right. I've been jerry-rigging mugen since 2002 without tech docs so I still don't know alot as far as coding goes.
Edit:Ok, do I need to remove the other changestate for it to work, cause right now, nothing happened.
did you also make the statdef of the super jump?
[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = xxx
ctrl = 1
add that in the space where i said, and for the xxx's put the statedef of the superjump
also, you would have to hit the opponent with the launcher then press up.
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did you also make the statdef of the super jump?
[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = xxx
ctrl = 1
add that in the space where i said, and for the xxx's put the statedef of the superjump
also, you would have to hit the opponent with the launcher then press up.
Yeah, value I set was 500. Does it have to go in both xxx or would in this case 420 go in the first and 500 in the second?
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did you also make the statdef of the super jump?
[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = xxx
ctrl = 1
add that in the space where i said, and for the xxx's put the statedef of the superjump
also, you would have to hit the opponent with the launcher then press up.
Yeah, value I set was 500. Does it have to go in both xxx or would in this case 420 go in the first and 500 in the second?
they both have to be 500
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still nothing.
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Could you help me with mine? Like I said he keeps super jumping throughout the whole match even though I'm not pressing d+u.
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Could you help me with mine? Like I said he keeps super jumping throughout the whole match even though I'm not pressing d+u.
change the statedef, because i belive when you make it 0, it override the stance animation.
make it like 800, and see if it works.
also change the anim number if there is already a animation 40 that is not the superjump aniamyion.
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It's still not working. I changed the states to 800, and then tried 254 and now he doesn't want to super jump at all. #:-S
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It's still not working. I changed the states to 800, and then tried 254 and now he doesn't want to super jump at all. #:-S
Have you changed the value on the cmd??, also make sure that the statedef doesn't exist already
still nothing.
You can make instead of changing to the superjump statedef, change to the jump
[state xxx, jump combo]
type = changestate
trigger1 = movehit
trigger1 = command = "holdup"
value = 50 <- - - jump statedef
ctrl = 1
and add a veladd on the statedefe -3
[State -3,veladd]
type = Veladd
triggerall =command = "holdup"
triggerall = prevstateno = xxx ; the statedef of the launcher
trigger1 = stateno = 50; jump state
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
these means that of you press holdup at the launcher statedef you will jump, and you will get the velocity on y axia exactly as the one used on the superjump
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Yeah I changed it in both and this is how I had it.
In CNS:
;Super Jump
[Statedef 254]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0
[State 0, 0]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 0, 1]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 0, 2]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 0, 3]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
[State 0, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
In CMD:
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = 254
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
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Lord Vader if you want pm me the char and I will look what the problem is
Have you checked that the statedef 254 doesn't exist already??
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Oh yes I used ctrl+f to see if it existed and it doesn't : /. I'll send you the character.
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Lord vader I have added the superjump to the char I'm sending it back to you. :thumbsup:
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Can't wait to try this out.
I have one question though, and keep in mind I know almost nothing about coding. If I add another command.
name = "KKK"<- with changes Like this
command = KKK <- this
time = 10
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "KKK"<- and this
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
Or something of the like. Would I be able to super jump by pressing three kicks at once like in the Capcom Vs. series?
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You can make with another command, theres no problem, check the cmd of the kfm so you can understand wich buttons are the kicks
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Fallen_Angel - What exactly did you do to fix Vader's char?
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I just added the code normally , he gave me the char without adding the superjump.
If you have a problem, try adding the changestate of the superjump, as the first changestate on the statedef -1
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hmm why its not working in pots morrigan?
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I have added to pots morrigan and it works fine ;)
What happened when you have added the code??
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;--------------------
; Jump Start
[Statedef 40]
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1
velset = 0, 0
[State 40, 1]
type = VarSet
trigger1 = !Time
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = !AnimTime
x = ifelse(!sysvar(1), const(velocity.jump.neu.x), ifelse(sysvar(1) = 1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 6]
type = ChangeState
trigger1 = !AnimTime
value = 50
ctrl = 1
; Jump Up
[Statedef 50]
type = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = !Time
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = !Time
value = ifelse(!vel x, 41, ifelse(vel x > 0, 42, 43))
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
[State 50, stop]
type = velSet
trigger1 = time = [13, 14]
y = 0
[State 50, stop]
type = PosSet
trigger1 = time = [13, 15]
y = -78
; Jump Land
[Statedef 52]
ctrl = 0
anim = 47
velset = 0, 0
[State 52, snd]
type = PlaySnd
trigger1 = !time
value = 52
[State 52, 2]
type = PosSet
trigger1 = !time
y = 0
[State 52, 4]
type = ChangeState
trigger1 = !AnimTime
value = ifelse(command != "holddown", 0, 11)
ctrl = 1
;------------------*--------------------
;Super Jump
[Statedef 45]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0
[State 45,1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 45,2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 45,3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 45,4]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
[State 45,5]
type = ChangeState
trigger1 = animtime = 0
value = what value would i use cus 50 anit right i think
ctrl = 1
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the value its the statedef 50, cause its the statedef of the jump ;)
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i should add in below or above? in cns and cmd i paste above then i play pots morrigan then it jump short only
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you can add it wherever you want just make sure to add to the proper section and make sure that the statedef that you are adding doesn't exist already :thumbsup:
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[youtube=425,350]YfA6_vMvUwU[/youtube]
my superjump is not working right
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Try adjusting these value on the velset
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
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Try adjusting these value on the velset
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
y = const(velocity.jump.y)*1.7 change to 1.0 up the same thing happens
i got it thxs
ps
add this to ur 1st page plz it will help them
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
trigger2 = (stateno = xxx) && (movehit) && (command = "holdup") xxx right here is the stateno for your lancher
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Fallen_Angel I'm such a noob at this... can u you explain to me exactly where is it that im supposed to add the code for the super jump. if you can help
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Fallen_Angel I'm such a noob at this... can u you explain to me exactly where is it that im supposed to add the code for the super jump. if you can help
You have to put these on the cns, you have to make sure that the statedef that you are using doesn't exist already
@2dgameplay, I will add that ;)
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it seems very easy but im still struggling to make it work... [-O<
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it seems very easy but im still struggling to make it work... [-O<
Have you tried adding it ??, these is almost a copy-paste code, you only need to change the xxx, for numbers
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Yeah thats what I did... copy paste and added value of 250 and nothing
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Did you add, the codes that goes on the cmd??
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yup I added those to the CMD as well and nothing....
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Maybe to fix the problem you have to move the changestate to the top of the statedef -1. If that doesn't work, send me the char with the code added and I fix it, and explian you what was the problem
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alright ill do that
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Thx alot for your help Fallen_angel :thumbsup:
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your welcome :thumbsup:
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Hey Fallen, I've been working on this with Chosen01's ken, to no avail. If I sent you the character, could you add the code and tell me what you added and where it was added? I'm trying to understand this stuff, but I'm a spriter, not a coder...
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I did everything and it worked except for the launcher; i chose my launcher and my character id d it perfectly except that the enemy would not "launch". How do i fix this?
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I've done everything listed here. Nothing has happened..
This is in the CNS
;Super Jump
[Statedef 424]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0
[State 0, 0]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 0, 1]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 0, 2]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 0, 3]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
[State 0, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
And this is in the CMD
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = 424
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
; If you want to make a launcher you can use these
;trigger2 = (stateno = yyy) && (movehit) && (command = "holdup") ;yyy right here is the stateno for your lancher
What am I doing wrong?
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i finally got the enemy to launch with my launcher, now how do i get to be able to hit them in the air? i cant even juggle
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@Ioncat... as I told you on the pm... out everything on the right place... the commands go with the commandas and the changestate goes under the statedef -1
@Rayscream... i dont know what the problem could be...check if the char can attack in the air
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@Ioncat... as I told you on the pm... out everything on the right place... the commands go with the commandas and the changestate goes under the statedef -1
It's all in the right place, at least it's where you told me to put them. None of this is working. I give up.
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ioncat, all u did was copy and paste. at the cns, pick a statedef number, one that hasnt been used. then u see all the state below it u should use that same number so if its statedef = 195, u should do state = 195, 0 then state 195, 1, etc. Then at CMD, the xxx and yyy should be changed to your statedef number and launcher statedef number respectively and take the parentheses off. then check the cns of your character make sure the air velocity is like 50 and double jump (like what fallen angel said). then if u want the superjump character to move while in the air, use the veladd that fallen angel provided. i actually don't know anything about programming, this is my first try, thanks for the tutorial, but yeah it's not that hard you just have to tinker. i checked another tutorial video about sprites and i was able to take out the marvel vs capcom logo with my screenpack and replaced it with another pcx of my choosing using gimp and fighter factory. i cant wait to try making stages with the stage template. it's not all hard, just tinker a little bit, and yeah read the entire messages here, rather than cut and pasting, they are all pretty helpful. try to add superjump to kung fu man
yeah fallen, i was actually trying to add superjump to the recently released aquaman, but apparently aquaman can't hit in the air more than once; he can air throw tho so that is probably why; the other characters i added superjump worked fine. thanks again, i may soon become a good mugen programmer and start making my own characters.
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See, that was the kind of explanation I needed. No offense to anyone, but most of the replies here either weren't very descriptive or were spoken in poor English. The only thing I did wrong was the state195, 1 thing. Thanks alot, guys.
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yeah fallen, i was actually trying to add superjump to the recently released aquaman, but apparently aquaman can't hit in the air more than once; he can air throw tho so that is probably why; the other characters i added superjump worked fine. thanks again, i may soon become a good mugen programmer and start making my own characters.
I don't have that char but I think that maybe the problem could be the juggle points, if it isn't that, try adding a combo feature to the char (there is a tuto on these forum)
I wish you look becoming a mugen creator
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Alright, so, I'm going to break this down. I'm NOT just copying and pasting here. Either this code doesn't work with Chosen01's ken or I'm missing an important detail.
So, I copied the CNS code you said to copy and I pasted it in the CNS.
I made my own statedef number, and I made sure it wasn't used. The number was 999.
I made sure that all of the things that said "state =" looked like "state = 195, 0" "state = 195, 1" etc
Then I entered the things you said to put in the CMD. I replaced the "xxx" with "999" and I put a semicolon in front of the launcher stuff, as I dont need that.
I'm not sure what exactly the air velocity is or where to find it, but I made sure that my characters [movement] looked like this:
[Movement]
airjump.num = 2 ;Number of air jumps allowed (opt)
airjump.height = 50 ;Minimum distance from ground before you can air jump (opt)
yaccel = .44 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
Now from what I understand, that should have been all that I had to do. I enter MUGEN to use Ken, and he STILL has no superjump. He can DOUBLE jump twice, but no "Down, UP" Super jump. I've done everything that was said, so unless I'm doing something WRONG, I'm going to need some help here.
I would REALLY appreciate it if I could SEND Ken to someone and have them add it in, then explain to me what was changed.
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I'm stuck on being able to launch your foe..... How and where exactly do you put the coding for launching chars? I got the super jump coding down now, just tried this out 2day. Though the launching chars isn't working. I'm supposed to use this right?
[State xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these means that you re-gain control
As coding for launching? I need to know exactly where does this go. In the CMD or in the CNS? Can the coding go anywhere in the CMD or CNS? Or does it have to be in a specific place? Do I change both "xxx" values to the super jump state value? Or just where it says to put the super jump state? I've been trying to implement the launcher into CNGSOFT's Dan and N64Mario's Gou Hibiki, but it's just not working. There must be something I'm missing.
With this coding........
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; this is to make it that you can't Super Jump while in the air
; If you want to make a launcher you can use these
trigger2 = (stateno = yyy) && (movehit) && (command = "holdup") ;yyy right here is the stateno for your launcher
I did as it says, and changed the value of "yyy" to a launcher attack state, that of crouching heavy punch (420). Now, when I hit a foe with crouching heavy punch, and hold up, they indeed jump up in the air for an air combo, though I can't launch my foe. How do I code in to launch the foe from the launcher?
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@Ioncat... the changestate add it below the statedef -1 ... make it the first changestate... sorry mateI can't help you more cause I cant use the up button
@Divinewolf... to launch the opponent modify on the hitdef the ground velocity and air.velocity.. remember first is the x axis and then is the y axis... on the y axis - is up and +is down
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@Ioncat... the changestate add it below the statedef -1 ... make it the first changestate... sorry mateI can't help you more cause I cant use the up button
@Divinewolf... to launch the opponent modify on the hitdef the ground velocity and air.velocity.. remember first is the x axis and then is the y axis... on the y axis - is up and +is down
fallen i took care of @ioncat
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@Divinewolf... to launch the opponent modify on the hitdef the ground velocity and air.velocity.. remember first is the x axis and then is the y axis... on the y axis - is up and +is down
So...... Does that mean that this coding here.......
[State xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these means that you re-gain control
Isn't needed......? All I need do is change the hitdef values air/ground for crouching heavy punch in the CNS? And if that's not the case, meaning if I stil need to use this coding, then where does it go? In the CNS? Or the CMD?
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Divinewolf you need to add the code that you posted to make your char use a superjump when you hit the opponent... modifying the vel on the hitdef makes the char goes up and now you can hit him ;)
2dgameplay.. thnx a lot :thumbsup:
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Actually, I haven't even added that coding in yet, and the chars I've given the super jump to, Dan and Gou Hibiki, already pursue up after crouching heavy punch. All I need is to learn how to make the foe launch. So, the coding just makes your char pursue after the launcher? Or it is also needed to make your launcher actually launch a foe into the air?
Also, I need to know exactly where to put this coding. In the CMD? Or the CNS? In a specific area in either place? Or where ever is good?
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Actually, I haven't even added that coding in yet, and the chars I've given the super jump to, Dan and Gou Hibiki, already pursue up after crouching heavy punch. All I need is to learn how to make the foe launch. So, the coding just makes your char pursue after the launcher? Or it is also needed to make your launcher actually launch a foe into the air?
Also, I need to know exactly where to put this coding. In the CMD? Or the CNS? In a specific area in either place? Or where ever is good?
these goes in the cns
;Super Jump
[Statedef xxx]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 40 ; these is the jump anim
velset = 0,0
ctrl = 0
[State 0, ]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 0, ]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 0, ]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 0, ]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
[State 0, ]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
these goes in the cmd
[Command]
name = "DU"
command = D, U
time = 10
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
; If you want to make a launcher you can use these
trigger2 = (stateno = yyy) && (movehit) && (command = "holdup") ;yyy right here is the stateno for your lancher
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With 2d's help, I now understand how to do this. Now I have two small questions.
A) Can I make it so a sound is played when he superjumps?
B) Is there a way to have him superjump while moving? right now he can only superjump while standing still.
Thanks alot for the help guys, especially 2d for walking me through things step by step.
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With 2d's help, I now understand how to do this. Now I have two small questions.
A) Can I make it so a sound is played when he superjumps?
B) Is there a way to have him superjump while moving? right now he can only superjump while standing still.
Thanks alot for the help guys, especially 2d for walking me through things step by step.
u mean like running or walkinng
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With 2d's help, I now understand how to do this. Now I have two small questions.
A) Can I make it so a sound is played when he superjumps?
B) Is there a way to have him superjump while moving? right now he can only superjump while standing still.
Thanks alot for the help guys, especially 2d for walking me through things step by step.
u mean like running or walkinng
Either. In MvC you can superjump while moving, I'd like to do the same. I'm more concerned about adding sound to it though.
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to add a sound to the superjump use a playsound...usa as a trigger1 = time =0.... check the docs for more informartion.
I think that adding these trigger to the changestate you can make him superjump while walking
trigger1= stateno = xxx <- - - check in the debug or in the common1 wich are the states of running
these trigger means that you can activate the sj while you are on that state ;)
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to add a sound to the superjump use a playsound...usa as a trigger1 = time =0.... check the docs for more informartion.
I think that adding these trigger to the changestate you can make him superjump while walking
trigger1= stateno = xxx <- - - check in the debug or in the common1 wich are the states of running
these trigger means that you can activate the sj while you are on that state ;)
I'm gonna be honest with you, man. I am not a coder. I don't know what any of that means. I know, call me a noob, I am...I just need this stuff to be layed out in front of me and spoon fed. #:-S
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here hust add this
2 my superjump.cns
patch i made
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,18
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here hust add this
2 my superjump.cns
patch i made
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,18
EDIT: Nevermind, figured it out. Thanks 2d.
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Sorry if I was unclear. I actually was talking about this coding here.....
[State xxx, jump combo]
type = changestate
trigger1 = movehit ; when you hit the opponent
trigger1 = command = "holdup"
value = xxx ; the superjump state
ctrl = 1 ; these means that you re-gain control
With asking does it go in the CNS or CMD. I know about that coding up there 2d. I put this coding in their CNS..... Though it really has no effect. So I'm just wondering what is it for. With that aside though, I did what you said Fallen_Angel, and changed the velocities for the launcher, and it worked. ;)
Thanks a lot for all the help and teaching us all how to do this. Now all I need to do is learn how to add sound and effects to it. :)
And after that, learn how to make chars combo. Y'know, like MvC style (from light attack -> medium attack -> heavy attack). Then I'll be all set. :D
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@Ioncat to pic the sound modify these
value = S1,18 first is the group and then its the sound these means that these sounds is on group 1 and the sound is 18
@Divinewolf.. Im glad these has helped you... for the combos you can check syn's combo tutorial it's one of the easiest ways to make it
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@Ioncat to pic the sound modify these
value = S1,18 first is the group and then its the sound these means that these sounds is on group 1 and the sound is 18
Thanks Fallen, I figured out the sound part. Now, I still need help having him able to superjump while moving.
The stateno for chosen01's ken for walking is Stateno=20, so would I set it up like this:
[State 60, ChangeState]
type = ChangeState
trigger1= stateno = 20
trigger2 = AnimTime = 0
value = 61
ctrl = 1
I tried that, and it didn't work. %-(
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you have to modify it on the cmd
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
trigger1= stateno = 20;these measn you can sj while walking
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you have to modify it on the cmd
[State -1, super jump ]
type = ChangeState
value = xxx
trigger1 = command = "DU"
trigger1 = ctrl ; these means that you can make the move when you control the char
trigger1 = statetype != A ; these is to make that you cant use the superjump while you are in the air
trigger1= stateno = 20;these measn you can sj while walking
When I put that in mine, I couldn't superjump at all.
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i finally got the enemy to launch with my launcher, now how do i get to be able to hit them in the air? i cant even juggle
This happens to me sometimes. It is becuz how some chars are coded. If the laucher is a knockdown move, this usually occurs. Code the char for him to be able to hit knockd down foes and he will b able to hit the enemy afterwards and not just his pass through him like a ghost. Or you can just take the knockdown option off in that attack's statedef. I did mine as to where u can only launch a person if they stand on the ground. If u hit them while they jumping it will act as the regular knockdown attack without the launch. This will prevent infinite hits of the launcher (launcher chaining into launcher). I forgot what its precisely called but if u would look in ur docs under sctrls and under the subtopic "hitdef" then u will see the trigger that controls the way the char falls from the laucher attack inside of the laucher attack statedef. change the air version of that trigger (cuz most ppl dnt code it in) to what the ground version says. then change the ground version of that trigger to how u want ur enemy position to move when hit by the laucher. Sorry i dont know the exact name of the trigger im refering to cuz im at the library. that woulda made things simpler lol.
oh yea, the two triggers i was speaking of were air.velocity and ground.velocity
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can superjump be added to cvs2 characters?
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can superjump be added to cvs2 characters?
Yes, any character
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Hi fallen Angel, you have been very helpful to me in learning some coding, I now added the super jump and launcher to some characters, I was wondering why win I launch an opponent in the air and follow them with a super jump, I am not able to hit the opponent with any air hits, but if I do a regular jump and do an air combo it works?
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I'm trying to add a super jump to Eric by Basara-kun and I can't get it to work. This is what i did:
CMD:
[State -1, super jump]
type = ChangeState
value = 7000
trigger1 = command = "DU"
trigger1 = ctrl
trigger1 = statetype != A
;trigger2 = (stateno = 7000) && (movehit) && (command = "holdup")
CNS:
;Super Jump
[Statedef 7000, Super jump]; change these for the number that you want
type = A
movetype = I
physics = N
anim = 41 ; these is the jump anim
velset = 0,0
ctrl = 0
[State 7000, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 7000, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 7000, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 7000, 4]
type = VelSet
trigger1 = animtime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)*1.7 ; you can change these value, to make it fit how you want the superjump
[State 7000, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
An error message comes up everytime i try to test him which says: "Error in Eric.cmd"
I'm guessing I did something wrong in the CNS as well.
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Probably you didnt added the command.
Does the error says something else???
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Just "Error in Eric.cmd" I even added the command as such!
First:
[Command]
name = "DU"
command = D, U
time = 10
then:
[State -1, super jump]
type = ChangeState
value = 7000
trigger1 = command = "DU"
trigger1 = ctrl
trigger1 = statetype != A
;trigger2 = (stateno = 7000) && (movehit) && (command = "holdup")
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Just "Error in Eric.cmd" I even added the command as such!
First:
[Command]
name = "DU"
command = D, U
time = 10
then:
[State -1, super jump]
type = ChangeState
value = 7000
trigger1 = command = "DU"
trigger1 = ctrl
trigger1 = statetype != A
;trigger2 = (stateno = 7000) && (movehit) && (command = "holdup")
The Question are you sure that the "Error in Eric.cmd" isn't caused due to another reason? I suggest sending that char to someone you trust and that can code to look at it.
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It's okay, I'm guessing I botched something in there. I'll try again after I'm done with the other patches.