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Author Topic: how do I add helpers?  (Read 624 times)

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Offline spiderman_29574

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how do I add helpers?
« on: August 12, 2007, 07:01:58 PM »
can we get a Tutor here? ???



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Offline Excursion

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Re: how do I add helpers?
« Reply #1 on: August 13, 2007, 12:47:48 AM »
There is no one stop shop with adding helpers. When you add a helper to a statedef, you would add it in with something like this:

[State 182, 7]
type = Helper
trigger1 = time = 85
ID = 436
Pos = 90,-20
postype = p1
stateno = 183 ;this is the actual statedef of the helper.
velocity = -4,0
helpertype = normal
keyctrl = 0
ownpal = 0

and then it would refer you to the statedef of the helper which in this case is statement number 183, which looks like this:

[Statedef 183]
type = S
ctrl = 0
anim = 436
velset = -4,0

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


This is just a VERY simple and basic example. To understand each line of the helper sctrl and then the statedef itself I suggest you do 2 things. STUDY the code in a character (pick one, pick my Cutman for example) and then read the docs in the MUGEN folder to try to understand what each line means. Helpers are useful and sometimes they arent. Just depends what you want to use them for I guess.  ::)

Offline spiderman_29574

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Re: how do I add helpers?
« Reply #2 on: August 13, 2007, 04:31:43 AM »
There is no one stop shop with adding helpers. When you add a helper to a statedef, you would add it in with something like this:

[State 182, 7]
type = Helper
trigger1 = time = 85
ID = 436
Pos = 90,-20
postype = p1
stateno = 183 ;this is the actual statedef of the helper.
velocity = -4,0
helpertype = normal
keyctrl = 0
ownpal = 0

and then it would refer you to the statedef of the helper which in this case is statement number 183, which looks like this:

[Statedef 183]
type = S
ctrl = 0
anim = 436
velset = -4,0

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


This is just a VERY simple and basic example. To understand each line of the helper sctrl and then the statedef itself I suggest you do 2 things. STUDY the code in a character (pick one, pick my Cutman for example) and then read the docs in the MUGEN folder to try to understand what each line means. Helpers are useful and sometimes they arent. Just depends what you want to use them for I guess.  ::)

[State 182, 7]
type = Helper
trigger1 = time = 85
ID = 436
Pos = 90,-20
postype = p1
stateno = 183 ;this is the actual statedef of the helper.
velocity = -4,0
helpertype = normal
keyctrl = 0
ownpal = 0
so this is to call the helper

[Statedef 183]
type = S
ctrl = 0
anim = 436
velset = -4,0

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
and this is the helper animation?
also how would I give the helper a projectile?

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Offline 2dgameplay

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Re: how do I add helpers?
« Reply #3 on: September 17, 2007, 06:34:56 PM »
There is no one stop shop with adding helpers. When you add a helper to a statedef, you would add it in with something like this:

[State 182, 7]
type = Helper
trigger1 = time = 85
ID = 436
Pos = 90,-20
postype = p1
stateno = 183 ;this is the actual statedef of the helper.
velocity = -4,0
helpertype = normal
keyctrl = 0
ownpal = 0

and then it would refer you to the statedef of the helper which in this case is statement number 183, which looks like this:

[Statedef 183]
type = S
ctrl = 0
anim = 436
velset = -4,0

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


This is just a VERY simple and basic example. To understand each line of the helper sctrl and then the statedef itself I suggest you do 2 things. STUDY the code in a character (pick one, pick my Cutman for example) and then read the docs in the MUGEN folder to try to understand what each line means. Helpers are useful and sometimes they arent. Just depends what you want to use them for I guess.  ::)

THANK I BEEN LOOK FOR HOW A HELPER LOOK

Offline The Great Matsutzu

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Re: how do I add helpers?
« Reply #4 on: September 17, 2007, 06:42:44 PM »
To add to what Excursion posted (and maybe answer your question spiderman_29574 ) , a "helper" is a two step process. First, you have to put the helper sctrl in the statdef of wqhere you want it to occur.

Now, the helper actually has it's own statdef seperate from the statdef in which it occurs. Here you control the helper's motions and such like you would a normal attack for a character. The difference here is that it becomes a serparate onscreen animation than the parent animation.
 So, in order to give the helper (say, a striker) a projectile, you'd just add a projectile sctrl in the statdef the helper refers to (in this case, Statdef 183).

Importantly, at the end of the statdef in which the helper refers (in Excursion's example, it would be statedef 183) you need to make sure you have it destroyself if you want the new element to dissapear. If you would use a changestate at the end, for example, you'll probably end up with a character clone.

The destroyself sctrl looks something like this:

[State 1052, 2]
type = DestroySelf
trigger1 = Animtime =0 ;(Your trigger here will vary based on how you want the helper statdef to behave)

Good luck!
« Last Edit: September 17, 2007, 06:44:51 PM by The Great Matsutzu »


Offline Fallen_Angel

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Re: how do I add helpers?
« Reply #5 on: September 18, 2007, 11:36:45 PM »
2sgameplay all the actions of the helper have to equal to the stateno

[State 3500, Helper]
type = Helper
trigger1 = time = 3
ID = 3000
pos = -55,0
postype = back
stateno = 3000 ; these is the number of the statedef of the helper
helpertype = normal
name = "DARK HOLE"
keyctrl = 0
ownpal = 1
supermovetime = 1


to make it work put the statedef 3000


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