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Author Topic: Standing clone  (Read 2909 times)

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Offline Macaulyn97

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Standing clone
« on: May 16, 2012, 09:34:44 PM »
some characters that I play leave a clone standing in the stage, this clone don't make me lose damage, but its very annoying



Offline Fallen_Angel

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Re: Standing clone
« Reply #1 on: May 16, 2012, 09:44:43 PM »
You need to be more specific, please tell us wich characters?, and what action makes the clone appear


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Offline Macaulyn97

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Re: Standing clone
« Reply #2 on: May 17, 2012, 11:29:52 AM »
You need to be more specific, please tell us wich characters?, and what action makes the clone appear

many characters (specifically the ones in KoF Extra Unlimited Match, when added to my MUGEN) and the clone appears in the start of the battle with the char

Offline Cyanide

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Re: Standing clone
« Reply #3 on: May 18, 2012, 02:41:42 AM »
Most LIKELY in that case is their common1.cns in data is customised as part of the full game. When you carry them over some of the code in that data file simply isn't there so mugen does what it's told and breaks.

To fix, copy the common1.cns in mugen\data to their folder and then try.

Offline Macaulyn97

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Re: Standing clone
« Reply #4 on: May 18, 2012, 04:27:07 PM »
To fix, copy the common1.cns in mugen\data to their folder and then try.

did not work

Offline Cyanide

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Re: Standing clone
« Reply #5 on: May 18, 2012, 06:12:54 PM »
Are these clones helpers or explods? Turn on clsn boxes and see if they can get hit or if they have an axis.

I'm going to claim terrible code to be honest. At no point should you EVER have managed to code something that displays a visible helper like that.

type = assertspecial
flag = invisible

Does anyone use that? This is the second thread with this problem, somebody upload one of these things, sorting the last one out took ages, i would like to look at the mess.

Offline Macaulyn97

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Re: Standing clone
« Reply #6 on: May 18, 2012, 06:49:52 PM »
Does anyone use that? This is the second thread with this problem, somebody upload one of these things, sorting the last one out took ages, i would like to look at the mess.

I'll be uploading it and send the link to you

Offline Acey

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Re: Standing clone
« Reply #7 on: May 21, 2012, 11:14:15 PM »
In the past I have messed with the KOFE characters. It's when their projectiles get hit by another object outside of their closed game environment. I just added a type=destroyself with a trigger1=ishelper to the common1.cns in the data folder.

Offline shootYr.

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Re: Standing clone
« Reply #8 on: May 22, 2012, 11:14:04 AM »
...That's pretty vague. You didn't even explain what part of the common1 you edtied. Did you just open up the common1.cns and add type = destroyself and trigger1=ishelper in the first place you saw?
 
Quote
; Stand
[Statedef 0]
type = destroyself trigger1 = ishelper
physics = S
sprpriority = 0 

Is that what you did? Because without a proper explanation of the locations where these things go that's potentially how the OP might see it.

Offline Acey

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Re: Standing clone
« Reply #9 on: May 22, 2012, 06:55:32 PM »
...That's pretty vague. You didn't even explain what part of the common1 you edtied. Did you just open up the common1.cns and add type = destroyself and trigger1=ishelper in the first place you saw?
 
Is that what you did? Because without a proper explanation of the locations where these things go that's potentially how the OP might see it.

Macaulyn knows what it means, and you just jumped in the discussion, are you a trollin?

Offline shootYr.

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Re: Standing clone
« Reply #10 on: May 22, 2012, 09:33:52 PM »
You shouldn't assume someone knows something unless you can actually prove they know it. I'm trying to show you that you should be a little more elaborate when trying to provide Mugen help to members who are less experienced than yourself.

and don't think you can bully me on the forum anymore. You're the one who's wrong here. Not me.

Offline O Ilusionista

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Re: Standing clone
« Reply #11 on: May 22, 2012, 09:39:12 PM »
Y. what is your point here? Everyone is trying to help. So, there is no need to jump at Acey's neck.

If you won't help, please don't drag drama here (we all know that you had an issue with him)

Quote
I'm trying to show you that you should be a little more elaborate when trying to provide Mugen help to members who are less experienced than yourself.

not really. People must learn to fish, not receive the fish

And

Quote
; Stand
[Statedef 0]
type = destroyself trigger1 = ishelper
physics = S
sprpriority = 0

this is f**k*** wrong, dude. Physics, sprpriorty...on a Destroyself?

Offline Space (DCL)

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Re: Standing clone
« Reply #12 on: May 22, 2012, 10:16:46 PM »
Okay so heres what I think your problem is about the standing clones...

1. You used characters from a full game project on a regular WinMugen or Mugen 1.0. You should've been aware that characters exclusively for a Full game Project may behave strangely or cause unexpected situations or problems outside the Full game.

2. If you wish to figure out what the clone is, use the Debug option in Mugen (Ctrl + D).
Press them once to view Player 1's information.
Twice for Player 2's
Three Times for Player 3's (if its simul mode)
Four Times for Player 4's (again, if its simul mode)

If you are playing a one vs one match, and you see a clone. Use the Debug to figure out what it is, it should have a name in the information the Debug gives you. Here's an example:


3. Once you find it, go to the original state/attack you performed that caused this glitch and fix any issue (especially if its a Helper Projectile Issue).

If you still need help, just ask be please be very specific on which character it is. If we can help you with one character having a problem like this and you notice that they ALL have the same problem. Then you'll know how to fix it...

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Offline Cyanide

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Re: Standing clone
« Reply #13 on: May 24, 2012, 04:06:31 AM »
Ok, so my first comment was correct, you just copied the default mugen common1.cns instead of the one from the full game, so of course it did not work.

;============================================================================
; edited life & power bar
[State -2,1]
type = Helper
triggerall = !IsHelper
triggerall = !NumHelper(90900)
triggerall = !NumHelper(90901)
triggerall = !NumHelper(90902)
trigger1 = NumPartner
trigger1 = ID < Partner,ID
trigger2 = !NumPartner
ID = 90900 ; 90901 ; *
Stateno = 90900

That's the problem child. I don't care if what i tell you to do breaks something else but doing

type = null; helper

will remove the clone. May break other things. Apparently using ID 90901 on it will also enable no powerbar mode, but that doesn't mean heaps when state 90900 is inside a file you don't apparently have so you may as well turn it off and live with whatever breaks.

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