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Author Topic: Help with explods helpers and Simulation (team) modes  (Read 408 times)

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Offline ClubSyN-X-TReME

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Help with explods helpers and Simulation (team) modes
« on: October 15, 2008, 10:54:30 AM »
I am trying to prevent certain effects coded in helpers as explods from playing or showing double when using team/simul modes in mugen. I don't know of a proper way to do so other than using the !numpartner trigger but that disables everything I code to show at all in sim mode.

I don't even like Sim mode in the first place but its a screenpack im coding with custom materials for it.
So before I say f**k sim mode and delete it from my screenpack, If there is a possible solution, let me know please.

Thanks.

Ill post a few codes for an example,

[mcode]
;-----------------------------------------------------
;_SyN_Club SyNdicate III Screenpack Codes ID
;-----------------------------------------------------
[State -1, CSIII Screenpack LB P1]
type = Helper
triggerall = teamside = 1
triggerall = Roundstate >= 0
triggerall = !numpartner
trigger1 = 1 && !numhelper(1990994321)
helpertype = normal ;player
name = "Lifebars P1"
ID = 1990994321
stateno = 1990994321
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack LB P2]
type = Helper
triggerall = teamside = 2
triggerall = Roundstate >= 0
triggerall = !numpartner
trigger1 = 1 && !numhelper(1990994332)
helpertype = normal ;player
name = "Lifebars P2"
ID = 1990994332
stateno = 1990994332
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Global Announcer Helper]
type = Helper
triggerall = teamside = 1
triggerall = Roundstate >= 0
triggerall = !numpartner
trigger1 = 1 && !numhelper(1990994343)
helpertype = normal ;player
name = "Global Announcer Dummy"
ID = 1990994343
stateno = 1990994343
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Combo Grade System P1]
type = Helper
triggerall = teamside = 1
triggerall = Roundstate >= 0
triggerall = !numpartner
trigger1 = 1 && !numhelper(1990994346)
trigger1 = enemy,stateno != [150,155]
helpertype = normal ;player
name = "Combo Grade System P1"
ID = 1990994346
stateno = 1990994346
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Combo Grade System P2]
type = Helper
triggerall = teamside = 2
triggerall = Roundstate >= 0
triggerall = !numpartner
trigger1 = 1 && !numhelper(1990994347)
trigger1 = enemy,stateno != [150,155]
helpertype = normal ;player
name = "Combo Grade System P2"
ID = 1990994347
stateno = 1990994347
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Final Round BGM]
type = Helper
triggerall = teamside = 1
triggerall = roundno = 3
triggerall = !numpartner
trigger1 = 1 && !numhelper(1990994348)
helpertype = normal ;player
name = "Combo Final Round BGM"
ID = 1990994348
stateno = 1990994348
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1[/mcode]



Offline Kong

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Re: Help with explods helpers and Simulation (team) modes
« Reply #1 on: October 16, 2008, 05:11:45 AM »
so you only want call the helper once.

for the explod, use !Numexplod in the helper to call it once.

[mcode]
;-----------------------------------------------------
;_SyN_Club SyNdicate III Screenpack Codes ID
;-----------------------------------------------------
[State -1, CSIII Screenpack LB P1]
type = Helper
trigger1 = !numhelper(1990994321)
trigger1 = teamside = 1
trigger1 = Roundstate >= 0
helpertype = normal ;player
name = "Lifebars P1"
ID = 1990994321
stateno = 1990994321
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack LB P2]
type = Helper
trigger1 = !numhelper(1990994332)
trigger1= teamside = 2
trigger1 = Roundstate >= 0
helpertype = normal ;player
name = "Lifebars P2"
ID = 1990994332
stateno = 1990994332
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Global Announcer Helper]
type = Helper
trigger1 = !numhelper(1990994343)
trigger1 = teamside = 1
trigger1 = Roundstate >= 0
helpertype = normal ;player
name = "Global Announcer Dummy"
ID = 1990994343
stateno = 1990994343
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Combo Grade System P1]
type = Helper
trigger1 = !numhelper(1990994346)
trigger1 = enemy,stateno != [150,155]
trigger1 = teamside = 1
trigger1 = Roundstate >= 0
helpertype = normal ;player
name = "Combo Grade System P1"
ID = 1990994346
stateno = 1990994346
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Combo Grade System P2]
type = Helper
trigger1 = !numhelper(1990994347)
trigger1 = enemy,stateno != [150,155]
trigger1= teamside = 2
trigger1 = Roundstate >= 0
helpertype = normal ;player
name = "Combo Grade System P2"
ID = 1990994347
stateno = 1990994347
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1

[State -1, CSIII Screenpack Final Round BGM]
type = Helper
trigger1 = !numhelper(1990994348)
trigger1 = teamside = 1
trigger1 = roundno = 3
helpertype = normal ;player
name = "Combo Final Round BGM"
ID = 1990994348
stateno = 1990994348
pos = 0,-99999999999999999
postype = left    ;p2,front,back,left,right
ownpal = 0
supermovetime = 999999999999
pausemovetime = 999999999999
ignorehitpause = 1[/mcode]


Offline Fallen_Angel

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Re: Help with explods helpers and Simulation (team) modes
« Reply #2 on: October 16, 2008, 11:23:46 AM »
Kong that will not fix it in simul mode, because both helpers wll be active....maybe using a partner,!numhelper(xxxx)   <- - -these will activate it when the partner doesnt have the helper


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Offline ClubSyN-X-TReME

  • Character and Interactive Stage Specialist
  • Club Syndicate Admin
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  • Posts: 1641
  • Last Login:July 28, 2014, 06:54:54 AM
    • Club SyN -X-treme
Re: Help with explods helpers and Simulation (team) modes
« Reply #3 on: October 16, 2008, 08:23:16 PM »
I know how to prevent helpers from multiplying under negative states, the problem was in simul mode because I didnt want each player to have the helpers at once, just player one and player 2, not 3 and 4.

Anyway this issue was solved at mugenguild, the solution was this for those who have similar issues...

Decide who will handle the whole stuff in game, if you or your partner, if you decide (obviously) that you will handle all the effects, then take in mind that:

you have a random ID in game... let's say 32 and your partner will have at least 1 digit OVER you... for example 33. So to disable the helper for one of the chars you can choose from:

NumPartner && ID < partner, ID (you)

or

NumPartner && ID > partner, ID (your partner)

resulting:
[mcode]triggerall = teamside = 1
triggerall = Roundstate >= 0
triggerall = !NumHelper(1990994321)
trigger1 = !NumPartner
trigger2 = NumPartner && (ID < Partner, ID)[/mcode]
for example...

See ya!!! :D

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