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Author Topic: [HELP] how do i code a shoryuken?  (Read 3039 times)

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Offline Fallen_Angel

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Re: [HELP] how do i code a shoryuken?
« Reply #25 on: September 25, 2007, 04:30:52 PM »
xPreatorianx,  I dont know what is the problem, maybe you need to make some veladds one for making him goes up and the other making him down, or you could the axis in the sprites to make that, if its no that could you tell me what is wrong with the code??


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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #26 on: September 25, 2007, 07:15:00 PM »
well when i add a velset on the very first group of code when he does the move and goes in the air he goes off screen. so i set it to 2 and he gets stuck in the air so i want him to go in the air further but i dont want him to get stuck. How can i do that?

Offline ClubSyN-X-TReME

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Re: [HELP] how do i code a shoryuken?
« Reply #27 on: September 25, 2007, 08:42:23 PM »
I will do my best to explain this, What you need is seperate codes and animation to make it work properly.

look at this image.


http://www.club-syndicate.net/images/sl2a/sl2adpset.gif <--- if the entire frameset doesn't show.
This is the full frame set of the dragon punch/shoryuken attack.

with the code you already have started, use the first four frames in the image displayed above. That will be the attack states where the dragon punch is executed. now when it gets to the last frame after a certain period of time, use a changestate scrtl to make him go from the attack states a transition/recovery state using the frames 5,6,and 7 as a separate animation for it. on frame 7 being the third frame for this animation, add a loopstart there. now the codes below will point you in the right direction for when the character starts the change from the attack to preparing to land on the ground.

*This is just a sample, don't expect it to be perfect, you will need to adjust a few things.

Code: [Select]
[statedef xxxxx]
type = a
physics = n
ctrl = 0
anim = xxxxx
velset = .3,.4; --------adjust to your likings

[state 0, velset]
type = velset
trigger1 = animelem = 2
x = .3
y = 1.2 ;--------adjust to your likings

[state 0, changestate]
type = changestate
trigger1 = pos y > 0
value = yyyy

Now for the landing animation using the last to frames for the landing animation.

Code: [Select]
[statedef yyyyy]
type = s
physics = s
ctrl = 0
anim = yyyyy

[state 0, changestate]
type = changestate
trigger1 = animtime = 0
value = 0 :--- goes into standing animation and states
 

I did what I can to help you out but dont go copying and pasting everything I said, this is just to give you some lead way and hopefully you wil know where to go from there.

 
« Last Edit: September 25, 2007, 08:44:40 PM by H€®mî† -=†H€ §î׆H fî$†=- »

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #28 on: September 26, 2007, 03:13:05 PM »
Thanks syn ill be workin on this attack tomarrow or later tonight. Also this weekend can i send you my char so you can add a nice combo system and juggle system to him? I want him to be a combo beast!!!!

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #29 on: September 26, 2007, 03:54:33 PM »
ok i tried the code and it didnt work i edited  in the blanks tell me what the problem is!
Code: [Select]
; Dragon Punch_X
[statedef 2025]
type = a
physics = n
ctrl = 0
anim = 2025
velset = .3,.4; --------adjust to your likings

[state 2025, velset]
type = velset
trigger1 = animelem = 2
x = .3
y = 1.2 ;--------adjust to your likings

[State 2025]
type = HitDef
trigger1 = AnimElem = 2
getpower = 20
attr = a
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = IfElse((EnemyNear, StateType = A), 1, 0)
EnvShake.time = 12

[state 2025, changestate]
type = changestate
trigger1 = pos y> 0
value = 2026

[statedef 2026]
type = s
physics = s
ctrl = 0
anim = 2026

[state 2026, changestate]
type = changestate
trigger1 = animtime = 0
value = 0 ;--- goes into standing animation and states
 


here is the .cmd
Code: [Select]
[State -1, Dragon Punch_X]
type = ChangeState
value = 2025
triggerall = command = "dpunch_x"
trigger1 = (Statetype = S) && (ctrl)
trigger2 = stateno = 100   ;Dash Fwd!

Offline ClubSyN-X-TReME

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Re: [HELP] how do i code a shoryuken?
« Reply #30 on: September 26, 2007, 04:37:24 PM »
You did it all wrong.

Quote
What you need is separate codes and animation to make it work properly.

Separate as in separate statedefs linking the full move into one.

pay attention to how I explained it and dont just copy and paste the codes, if needed ill code them move for you and try to learn from how I did this.

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #31 on: September 26, 2007, 04:53:38 PM »
ok ill send you the char!

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Re: [HELP] how do i code a shoryuken?
« Reply #32 on: September 26, 2007, 07:05:46 PM »
-_-' @ Easy way out.

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #33 on: October 21, 2007, 04:51:33 PM »
hey guys I still need help. I added some code to the shoryuken and im getting 2 problems. 1 he gets stuck in the air after the move in the default stance position. and 2 he gets stuck in that position till i do another special move. So can you guys tell me how to get him to return to the ground? here is the codeing!
Code: [Select]
; Dragon Punch_X
[Statedef 2025]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
poweradd= 70
anim = 2025
ctrl = 0
sprpriority = 2

[State 2025, vel]
type=velset
trigger1= anim=2025 && !animelemtime(2)
x=ifelse(var(10)=3,20,ifelse(var(10)=2,15,10))
y=ifelse(var(10)=3,-20,ifelse(var(10)=2,-15,-10))
[State 2025, vel]
type=velmul
trigger1= 1
x=.9
[State 2025, vel]
type=velmul
trigger1= vel y>0
x=0

[State 2025, 1]
type = HitDef
trigger1 = AnimElem = 2
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100,5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025, 2]
type = HitDef
trigger1 = AnimElem = 3
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025,3]
type = HitDef
trigger1 = AnimElem = 4
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025, 3]
type = HitDef
trigger1 = AnimElem = 5
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2025, 3]
type = HitDef
trigger1 = AnimElem = 5
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 100, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -2,-2
air.type = Low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12



[State 2025, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2

[State 2025, statetype]
type = statetypeset
trigger1 = anim = 2026&&animelemtime(2)>=0
trigger2 = anim = 2026
statetype=A
physics=A

[State 2026, anim]
type= changeanim
trigger1 = anim = 2026&&animelemtime(2)>0&&vel y>(ifelse(var(10)=3,-5.3,ifelse(var(10)=2,-4,-2.7)))
value= 2026
persistent = 0

[state 2026, changestate]
type = changestate
trigger1 = animtime = 0
value = 0 ;--- goes into standing animation and states

Offline Fallen_Angel

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Re: [HELP] how do i code a shoryuken?
« Reply #34 on: October 21, 2007, 05:29:03 PM »
xPreatorianx, the codes depends on how you put the images for the shoryuken, I think the easiest way to make it, its making the sprites have a different y position,first make it higher and then make it lower, then in the codes, you only need to set the vel in the x axis


I check the code that you put and maybe it doesnt work, because you dont have set the var(10), and you are using it on the positions


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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #35 on: October 21, 2007, 06:28:47 PM »
well im confused here is the char if you can help me fallen : ) http://rapidshare.com/files/64231517/Shin2_Akuma.rar.html um the animation for the shroyuken is 2025 the falling anim is 2026. Can you help and add the codes. And the codes are at the end of the .cns right above the -3 state section. Thanks in advance!

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Re: [HELP] how do i code a shoryuken?
« Reply #36 on: October 21, 2007, 06:29:36 PM »
Thats just sad.

Offline nick09

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Re: [HELP] how do i code a shoryuken?
« Reply #37 on: October 21, 2007, 06:37:48 PM »
try finding the solution....... :-w

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #38 on: October 21, 2007, 06:47:24 PM »
beleive me ive tried for hours i cant get him to return back to the ground. i wouldnt just give up after the second or third try. I spent about 4 hours trying to figure this out and i cant get it to work. Maybe its just because im tired but i cant seem to figure it out ive tried adjusting the axis and still nothing. So whatever i give up on this attack.

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Re: [HELP] how do i code a shoryuken?
« Reply #39 on: October 21, 2007, 08:02:57 PM »
I have checked your char, the main problem its that you dont have the sprites aligned,  and the velset, has a var that you havent set.

I'm sending you the char with some fixes


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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #40 on: October 21, 2007, 08:22:36 PM »
Like i said in the PM thanks man I appreciate it i was wondering WTH was up with the code. Now i know how to code it. thanks for the help tomarrow as im to tired to work on the rest of it tonight, i will finish the beta and give you credit and everyone else who has helped me.

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #41 on: October 22, 2007, 01:31:24 PM »
Ok i did another one for Y this time more powerful and should go in the air more. But i get the same result he gets stuck i even copied and pasted so im confused can someone look at the code and help me!
Code: [Select]
; Dragon Punch_Y
[Statedef 2030]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
poweradd= 70
anim = 2029
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 12
value = 2030



[State 2030, vel]
type=velset
trigger1= anim = 2030 && animelem = 2
x= 5
y= -15

[State 0, PosAdd]
type = PosAdd
trigger1 = anim = 2030 && animelem = 2
x = 0
y = -15
;ignorehitpause =
;persistent =



[State 2030, 1]
type = HitDef
trigger1 = AnimElem = 2
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250,5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030, 2]
type = HitDef
trigger1 = AnimElem = 3
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030,3]
type = HitDef
trigger1 = AnimElem = 4
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12


[State 2030, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2


[state 2030,ChangeState]
type = ChangeState
trigger1 = time =  23; time of both anims
value = 2031
ctrl = 0
 

[Statedef 2031]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 2031
velset = .5,8.8
sprpriority = 2

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0


[State 2031, 3]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl = 1

Offline Fallen_Angel

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Re: [HELP] how do i code a shoryuken?
« Reply #42 on: October 22, 2007, 03:23:19 PM »
xPreatorianx, you need to adjust these

[State 2030, vel]
type=velset
trigger1= anim = 2030 && animelem = 2
x= 5
y= -15

these is the velocity that akuma will have

[State 0, PosAdd]
type = PosAdd
trigger1 = anim = 2030 && animelem = 2
x = 0
y = -15

The posadd, will move the char in the y position 15 pixeles

In the statedef 2031, you only need to add more vel



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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #43 on: October 22, 2007, 04:13:43 PM »
can you tell me or change the velocities in the quote for me because i cant figure it out i changed em and it doesnt come out right.
EDIT: I also want to bring P2 up with me! so how do i do that?


Code: [Select]
; Dragon Punch_Y
[Statedef 2030]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
poweradd= 70
anim = 2029
ctrl = 0
sprpriority = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 12
value = 2030



[State 2030, vel]
type=velset
trigger1= anim = 2030 && animelem = 2
x= 5
y= -25

[State 0, PosAdd]
type = PosAdd
trigger1 = anim = 2030 && animelem = 2
x = 0
y = -25
;ignorehitpause =
;persistent =



[State 2030, 1]
type = HitDef
trigger1 = AnimElem = 2
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250,5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030, 2]
type = HitDef
trigger1 = AnimElem = 3
getpower = 40
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12

[State 2030,3]
type = HitDef
trigger1 = AnimElem = 4
getpower = 20
attr = S, SA
animtype  = Hard
damage    = 250, 5
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s8067+(Random%4)
sparkxy = -20,-64
hitsound   = S1, 13
guardsound = s3, 16
guard.sparkno = S8076
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = 0, -4
guard.velocity = -6
air.velocity = -7,-7
air.type = low
airguard.velocity = -4,-4.5
ground.cornerpush.veloff = 0
fall.recover = 0
fall = 0
EnvShake.time = 12


[State 2030, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1, 2


[state 2030,ChangeState]
type = ChangeState
trigger1 = time =  23; time of both anims
value = 2031
ctrl = 0
 

[Statedef 2031]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 2031
velset = .5,8.8
sprpriority = 2

[State 52, 3]
type = PosSet
trigger1 = Vel Y = -9
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0


[State 2031, 3]
type = ChangeState
trigger1 =animtime = 0
value = 0
ctrl = 1
« Last Edit: October 22, 2007, 04:17:03 PM by xPreatorianx »

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #44 on: October 22, 2007, 05:53:02 PM »
NVM i just need to figure out how to make it fluid so when he does the animation he will go up and then come down in relatively the same location or as close as possible to P2 anyone know how to help me there?

EDIT: also Fallen is there any way i could get a email addy from you so we can speak through that when i need your help on something.

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Re: [HELP] how do i code a shoryuken?
« Reply #45 on: October 22, 2007, 10:14:42 PM »
xPreatorianx, to bring up the opponent you need to modify the the ground velocity, and the air veloicty on the hitdef, the ground its the vel, that the opponent will get if he gets hit in the stand position, and the air, its when the opponent is jumping

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Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #46 on: October 23, 2007, 08:35:11 AM »
ok what about making it so he goes up and down and lands in relatively the same location he came from. because as it is now its alittle messed up and looks jerky!

Offline xPreatorianx

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Re: [HELP] how do i code a shoryuken?
« Reply #47 on: October 23, 2007, 04:46:04 PM »
NVM guys i got it worked out. HEHE still working my butt off trying to get this beta out sorry its taking so long!

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