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My character crashes when i perform a certain move

#1 L   v_chronos 

  • Chan
  • Punto
  • Gruppo: Membro
  • Messaggi: 16
  • Iscritto: 01-January 05

Inviato 11 September 2005 - 05:26

Every time i perform a certain move with a character i play with Mugen crashes but gives no error.
Could someone please tell me what needs to be fixed?
0

#2 L   SlayerGatsu 

  • Sensei. Squadra dei Falchi
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  • Gruppo: Membro
  • Messaggi: 5545
  • Iscritto: 26-December 04

Inviato 11 September 2005 - 10:04

sure,

a) find the statedef number of the move (with the debug mode)

B) sek for type = Helper states, memorize the statenumbers that the helpers are generated into

c) go to each different statenumber and seek for a Type = destroyself state

copy this state and move it to the end of the statedef, Right before the next statedef begins.

then delete the upper one that you copied (after pasting that is)

that's all the problem should be fixed B)
0

#3 L   v_chronos 

  • Chan
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  • Iscritto: 01-January 05

Inviato 12 September 2005 - 03:26

It's not working for me i'll post the state because im a noob at this

;--------------------------------------------------------
;Tema Gou Zankuu projectile:
[Statedef 3009]
type = S
movetype= A
physics = N
poweradd= 20
ctrl = 0
anim = 1140
velset = 7,8
sprpriority = 5
juggle = 0

[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1

[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 3450, Spark]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit = 1
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1000, 5]
type = Hitdef
trigger1 = timemod = 1,0
attr = S, SP
damage =15,4
animtype = light
hitflag = MAFD
guardflag = HA
getpower= 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
hitsound = S7,2
guardsound = S0,3

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright = 0, 0, 0
PalContrast = 258,48,18
PalMul = 0.5,0.5,0.5
FrameGap = 1
Trans = add

[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =101202
pos = 30,100
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3700, dissipate]
trigger1 = pos Y >= 2
type = destroyself

[State 1200, rótula de fogo]
type = Explod
trigger1 = pos Y >= 2;time = 26
anim = 10050
postype = p1
pos = -20,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1200, M de fogo]
type = Explod
trigger1 = pos Y >= 2;time = 26
anim = 10020
postype = p1
pos = -20,10
ownpal = 1
ignorehitpause = 1
sprpriority = 3

[State 3700, dissipate]
type = Changestate
trigger1 = Vel Y > 0 && Pos Y >= 0 && Vel x > 0
value = 101201

; ===============================
;Tema Esplodindo:
[Statedef 101202]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 10451
velset = 0,0
sprpriority = 5

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
channel = 0
volume = 500

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
channel = 0
volume = 500

[State 1000, segurança do raio]
type = Explod
trigger1 = time = 15
anim = 700
postype = P1
pos = -150,-95
ownpal = 1
sprpriority = 999
;removetime = 5
ignorehitpause = 1
supermove = 1

[State 954, 1]
type = EnvShake
triggerall = time = 0
trigger1 = TimeMod = 4,0
time = 60
ampl = 5
freq = 127

[State 3450, Spark]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit = 1
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1000, 5]
type = Hitdef
trigger1 = timemod = 20,0
attr = S, SP
damage = 40
animtype = light
guardflag = MA
getpower= 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2,-10
air.type = Low
air.velocity = -2,-10
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
hitsound = S13,2
guardsound = S13,2

[State 3700, dissipate]
trigger1 = time = 64
type = destroyself

also i still need help fixing Aragon.The same problem still exists, he won't load when i select him.

sry about that here's the whole state. :azz:
0

#4 L   SlayerGatsu 

  • Sensei. Squadra dei Falchi
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  • Iscritto: 26-December 04

Inviato 12 September 2005 - 05:04

for aragon: fill up the paldefault line on the def file

for this... post thje ENTIRE statedef, remember that a statedef ends when another statedef starts...
it looks like i need [Statedef 3700]
0

#5 L   Psycho 

  • So er mejo tacco de Roma
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  • Iscritto: 28-April 05

Inviato 12 September 2005 - 16:52

Chronos can yuo send me this Aragon please? :lol:

andreaegiada2005@libero.it
0

#6 L   Nobun 

  • Horse Rider Skull Phantom. Rarely Here.
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  • Iscritto: 11-July 04

Inviato 12 September 2005 - 22:02

If you have winMugen try to change lines in red as you read here.

;Tema Gou Zankuu projectile:
[Statedef 3009]
type = S
movetype= A
physics = N
poweradd= 20
ctrl = 0
anim = 1140
velset = 7,8
sprpriority = 5
juggle = 0

[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact != 0
value = 6,5
persistent = 0
ignorehitpause = 1

[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 3450, Spark]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit != 0
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1000, 5]
type = Hitdef
trigger1 = timemod = 1,0
attr = S, SP
damage =15,4
animtype = light
hitflag = MAFD
guardflag = HA
getpower= 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
hitsound = S7,2
guardsound = S0,3

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright = 0, 0, 0
PalContrast = 258,48,18
PalMul = 0.5,0.5,0.5
FrameGap = 1
Trans = add

[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =101202
pos = 30,100
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 3700, dissipate]
trigger1 = pos Y >= 2
type = destroyself

[State 1200, rótula de fogo]
type = Explod
trigger1 = pos Y >= 2;time = 26
anim = 10050
postype = p1
pos = -20,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1200, M de fogo]
type = Explod
trigger1 = pos Y >= 2;time = 26
anim = 10020
postype = p1
pos = -20,10
ownpal = 1
ignorehitpause = 1
sprpriority = 3

[State 3700, dissipate]
type = Changestate
trigger1 = Vel Y > 0 && Pos Y >= 0 && Vel x > 0
value = 101201

; ===============================
;Tema Esplodindo:
[Statedef 101202]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 10451
velset = 0,0
sprpriority = 5

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
channel = 0
volume = 500

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
channel = 0
volume = 500

[State 1000, segurança do raio]
type = Explod
trigger1 = time = 15
anim = 700
postype = P1
pos = -150,-95
ownpal = 1
sprpriority = 999
;removetime = 5
ignorehitpause = 1
supermove = 1

[State 954, 1]
type = EnvShake
triggerall = time = 0
trigger1 = TimeMod = 4,0
time = 60
ampl = 5
freq = 127

[State 3450, Spark]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit != 0
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1000, 5]
type = Hitdef
trigger1 = timemod = 20,0
attr = S, SP
damage = 40
animtype = light
guardflag = MA
getpower= 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2,-10
air.type = Low
air.velocity = -2,-10
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
hitsound = S13,2
guardsound = S13,2

[State 3700, dissipate]
trigger1 = time = 64
type = destroyself

--------------------

Probably most of your problems depends of the use of triggers Move* (MoveHit, MoveGuarded......)

triggerX = move*
must changed with
triggerX = move* != 0

triggerX = move* = 1
must changed with
triggerX = move* != 0

triggerX = ! move*
is better to change with
triggerX = move* = 0

triggerX = move* = 0
don't requires changes
0

#7 L   Psycho 

  • So er mejo tacco de Roma
  • Gruppo: Membro Speciale
  • Messaggi: 2030
  • Iscritto: 28-April 05

Inviato 12 September 2005 - 23:08

Thanx Chronos..... :lol: (Cmq non funziona neanche a me...e devo dire meno male...perchè lo avevo su dos-mugen, e vi devo dire....ammazzalo si è brutto :fiuu: )
0

#8 L   SlayerGatsu 

  • Sensei. Squadra dei Falchi
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  • Messaggi: 5545
  • Iscritto: 26-December 04

Inviato 12 September 2005 - 23:56

no il move contact non c'e'tra, non srasha il mugen O_o

;--------------------------------------------------------
;Tema Gou Zankuu projectile:
[Statedef 3009]
type = S
movetype= A
physics = N
poweradd= 20
ctrl = 0
anim = 1140
velset = 7,8
sprpriority = 5
juggle = 0

[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1

[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1

[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
[COLOR=red]stateno = 1012[/COLOR]
attr = SCA, NP, SP, HP
ignorehitpause = 1

[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1

[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit = 1
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1000, 5]
type = Hitdef
trigger1 = timemod = 1,0
attr = S, SP
damage =15,4
animtype = light
hitflag = MAFD
guardflag = HA
getpower= 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
hitsound = S7,2
guardsound = S0,3

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright = 0, 0, 0
PalContrast = 258,48,18
PalMul = 0.5,0.5,0.5
FrameGap = 1
Trans = add

[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =101202
pos = 30,100
ownpal = 1
size.xscale = 1
size.yscale = 1

[COLOR=red][State 3700, dissipate]
trigger1 = pos Y >= 2
type = destroyself[/COLOR]

[State 1200, rótula de fogo]
type = Explod
trigger1 = pos Y >= 2;time = 26
anim = 10050
postype = p1
pos = -20,0
ownpal = 1
ignorehitpause = 1
sprpriority = 4

[State 1200, M de fogo]
type = Explod
trigger1 = pos Y >= 2;time = 26
anim = 10020
postype = p1
pos = -20,10
ownpal = 1
ignorehitpause = 1
sprpriority = 3

[COLOR=blue][State 3700, dissipate]
trigger1 = pos Y >= 2
type = destroyself[/COLOR]

[State 3700, dissipate]
type = Changestate
trigger1 = Vel Y > 0 && Pos Y >= 0 && Vel x > 0
value = 101201

; ===============================
;Tema Esplodindo:
[Statedef 101202]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 10451
velset = 0,0
sprpriority = 5

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
channel = 0
volume = 500

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
channel = 0
volume = 500

[State 1000, segurança do raio]
type = Explod
trigger1 = time = 15
anim = 700
postype = P1
pos = -150,-95
ownpal = 1
sprpriority = 999
;removetime = 5
ignorehitpause = 1
supermove = 1

[State 954, 1] 
type = EnvShake
triggerall = time = 0
trigger1 = TimeMod = 4,0
time = 60
ampl = 5
freq = 127

[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit = 1
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1000, 5]
type = Hitdef
trigger1 = timemod = 20,0
attr = S, SP
damage = 40
animtype = light
guardflag = MA
getpower= 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2,-10
air.type = Low
air.velocity = -2,-10
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall = 1
hitsound = S13,2
guardsound = S13,2 

[State 3700, dissipate]
trigger1 = time = 64
type = destroyself


notice that the red destroy self state needs to be removed, and the blue it's the one where you rewrite him.

the upper red parameter it's something i will need if this does not work still...

@ nobun:
e' sempre un destroy self che non e' messo alla fine se si tratta di un crash senza errore B)
0

#9 L   v_chronos 

  • Chan
  • Punto
  • Gruppo: Membro
  • Messaggi: 16
  • Iscritto: 01-January 05

Inviato 19 September 2005 - 21:48

It took me a couple of trys but i got it fixed.
Thanks a lot! ^_^
0

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