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Author Topic: Magus's Ironman in MUGEN 1.1 (helper problem)  (Read 891 times)

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Offline Chimoru

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Magus's Ironman in MUGEN 1.1 (helper problem)
« on: August 08, 2013, 06:05:46 PM »
I'm having a problem with Magus's Ironman in MUGEN 1.1 concerning the helper for the beam in his Proton Cannon hyper.  He does the animation, but doesn't seem to be able to summon the laser.  Like it's not recognizing the helper code. In short, he's firing blanks. :P However, in 1.0, it works just fine.  Does anyone know how I might correct this?  I'm completely puzzled.

Code: [Select]
[Statedef 3300]
type    = S
movetype= A
physics = S
velset = 0,0
sprpriority = 2
anim = 3333
ctrl=0

[State 3500, b1]
Type = BGPalfx
Trigger1 = time = [0, 800];BG VANISH IN
Add = -70,-70,-90
IgnoreHitPause = 1
time = 1

[State 3500, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

;------------Hyper Effects-----------
;---------------------[NEW Version]---------------------
[State 3000, assertspecial]
type = assertspecial
triggerall = !Var(29)
trigger1 = time = 6
flag = noFG
ignorehitpause = 1

[State 3000, SuperPause]
type = SuperPause
triggerall = !Var(29)
trigger1 = time = 6
Time = 60
;anim =-1;s3012
pos = 15,-55
sound = S10,0
poweradd = -1000
darken = 0

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40001)
trigger1 = time = 2
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40003)
trigger1 = time = 2
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -2, Helper]
type = Helper
triggerall = !Var(29)
triggerall = !numhelper(40004)
trigger1 = time = 2
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

; end DCvM stuff

[State 777, es]
type = Explod
trigger1 = !time
sprpriority = 10
anim = 8580
pos = 10, 3
removeongethit = 1
scale = .77,.77
bindtime = 1
supermovetime = 99
pausemovetime = 99


[State 3300, xplod1]
type = explod
triggerall = !NumExplod(3301)
trigger1 = StateNo = 3300
trigger1 = time = 39;animelem = 1
ID = 3301
anim = 3301
name = "cannon"
postype = P1
pos = 0,0
ownpal = 1
bindtime= -1
sprpriority = 3
facing = 1
removetime = 21
;pausemovetime = 40

[State 3300, 3]
type = PlaySnd
trigger1 = time = 10
value = 50,0

[State 3000, end]
type = ChangeState
trigger1 = !AnimTime ;Time = 175
value = 3344
ctrl = 1
;------------------------------
; Start
[Statedef 3344]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 3300
juggle =4
sprpriority = 2

[State 3344, aa]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
ignorehitpause = 1

[State 3344, b1]
Type = BGPalfx
Trigger1 = time = [0, 800];BG VANISH out
Add = -70,-70,-90
IgnoreHitPause = 1
time = 1

[state 3344, snd]
type = playsnd
trigger1 = animelem = 13
value = 31,2

[State 3344, hit]
type=hitdef
;triggerall = StateNo = 3344
trigger1=time=0
attr = S,NA
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
damage = 40, 2
pausetime = 2,9
sparkno = -1
guard.sparkno = -1
hitsound = 2,2
ground.type = High
ground.slidetime = 0
ground.hittime = 16
ground.velocity = 0,-4
air.velocity = -2.5, -9
sprpriority = 3
fall = 1
air.fall = 1
hitonce = 1
numhits = 1
getpower = 0,0

[State 1300, helper]
type = Helper
triggerall = !Numhelper(3304)
triggerall = stateno= 3344
trigger1 = AnimElem = 13
name = "ProtonBeam"
StateNo = 3304
id =3304
postype = p1
sprpriority = 9
pos = 0, 0
ownpal = 1
removeongethit = 1

[State 3344, end]
type = ChangeState
trigger1 = Time = 175
value = 3305
ctrl = 1

;----------------------------------------------------------------------------
;Cannon shot
;--------------------------------------------------------------------------
[statedef 3304]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3304
sprpriority = 9

[State 1305, shadow]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 3344, hit]
type = HitDef
trigger1 = Time % 4 = 0 && Time < 117 ;95
bindtime = -1
velocity = 0.001,0.001
attr = S, NA
damage   = 9,3
hitsound = S2,0
guardsound = S3,0
animtype = Hard
guardflag = MA
hitflag = MAFD
pausetime = 0,6
sparkno = S3310
sparkxy = -60,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 150
ground.velocity = 0,0
air.velocity = -1, -1
sprpriority = 9
hit.priority = 9
fall = 1
air.fall =1
down.velocity = -10
down.hittime = 150
down.bounce = 0
getpower = 0,0

[State 3344, hit]
type = HitDef
trigger1 = Time > 117 ;95
bindtime = -1
velocity = 0.001,0.001
attr = S, NA
damage   = 20,3
hitsound = S2,0
guardsound = S3,0
animtype = Hard
guardflag = MA
hitflag = MAFD
pausetime = 0,6
sparkno = S3310
sparkxy = -60,0
guard.sparkno = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 150
ground.velocity = -5, -18
air.velocity = -5, -18
sprpriority = 9
hit.priority = 9
fall = 1
air.fall =1
down.velocity = -10
down.hittime = 150
down.bounce = 0
getpower = 0,0

[State 777, hsp]
type = helper
triggerall= !NumHelper(8704)
trigger1 = movehit
helpertype = normal
stateno = 8704
ID = 8704
name = "hitspark4"
postype = p2
pos = ifelse(p2statetype=A,(enemynear ,const(size.mid.pos.x)),(enemynear ,const(size.head.pos.x))),ifelse(p2statetype=A,(enemynear ,const(size.mid.pos.y)),(enemynear ,const(size.head.pos.y)))
facing = -1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent=1
ownpal = 1

[State 777, hdf]
type = helper
triggerall= !NumHelper(8716)
trigger1 = moveguarded
helpertype = normal
stateno = 8716
ID = 8716
name = "defend"
postype = p2
pos = ifelse(p2statetype=A,(enemynear ,const(size.mid.pos.x)),(enemynear ,const(size.head.pos.x))),ifelse(p2statetype=A,(enemynear ,const(size.mid.pos.y)),(enemynear ,const(size.head.pos.y)))
facing = -1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
ownpal = 1
persistent=1

[State 777, hdf]
type = helper
triggerall= !NumHelper(8719)
trigger1 =  movehit
helpertype = normal
stateno = 8719
ID = 8719
name = "stars"
postype = p2
pos = ifelse(p2statetype=A,(enemynear ,const(size.mid.pos.x)),(enemynear ,const(size.head.pos.x))),ifelse(p2statetype=A,(enemynear ,const(size.mid.pos.y)),(enemynear ,const(size.head.pos.y)))
facing = -1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent=1
ownpal = 1



[state 1305, destroy]
type = Destroyself
trigger1 = animtime = 0
trigger2 = RootDist X != 0
;------------------------------
; Proton Cannon - (move end)
[Statedef 3305]
type    = S
physics = S
ctrl = 0
anim = 3302
sprpriority = 2

[State 3305, xplod1]
type = explod
triggerall = !NumExplod(3303)
trigger1 = StateNo = 3305
trigger1 = animelem = 1
ID = 3303
anim = 3303
name = "cannon"
postype = P1
pos = 0,0
ownpal = 1
bindtime= -1
sprpriority = -6
facing = 1
removetime = 36

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 1
value = 31,0
channel =0


[State 3201, d]
type = removeexplod
trigger1 = !time
id = 9999

[State 3005, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


My MUGEN YouTube account where you can see edits I'm working on.
http://www.youtube.com/channel/UCMLJDPO5mPwseYXGv-ZE53w

Offline Cyanide

  • MUGEN Content Architect
  • *****
  • Posts: 813
  • Last Login:March 29, 2019, 06:52:34 AM
    • Mugen Obscurity
Re: Magus's Ironman in MUGEN 1.1 (helper problem)
« Reply #1 on: August 09, 2013, 02:03:06 AM »
Standard steps for this sort of thing. My guess is that for one reason or another the rootdist trigger in the destroyself is killing it (silly trigger anyway, root, movetype = H would be better)

Remove the destroyself to test. If the helper still isn't spawned there is an issue with the creation of it. Use a trigger that can't break like time = 10 or something that WILL happen no matter what. If it is created and we can then confirm that the destroyself is an issue, alter the triggers till it behaves.

Other things to do if you can't see it but aren't sure if it's spawning or not, either have it create an explod in the middle of the screen (postype = front) or use the debug keys to cycle helpers till you see protonbeam. Make sure the destroyself is off if you're doing these steps.

Offline Chimoru

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  • Last Login:November 03, 2023, 05:50:34 PM
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Re: Magus's Ironman in MUGEN 1.1 (helper problem)
« Reply #2 on: August 09, 2013, 05:44:25 PM »
Thank you Cyanide.  I'll try what you've said.  I'm glad you're around to help!
My MUGEN YouTube account where you can see edits I'm working on.
http://www.youtube.com/channel/UCMLJDPO5mPwseYXGv-ZE53w

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