Forum MUGENATION: HELPH CON ALCUNI CHAR!!!!!!!! - Forum MUGENATION

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HELPH CON ALCUNI CHAR!!!!!!!!

#1 L   Final10 

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  Inviato 20 January 2009 - 21:06

allora, ho scaricato un Chuck Norris per il mio mugen da qui http://mugenguild.co...p?topic=87692.0 peccato che quando l'ho scaricato mi è apparsa una cartella con dentro una cartella con scritto: "chuck norris"ovviamente la 1a cartella lo cestinata ma quando ho provato a giocare con chuck (appare l'immagine quando lo seleziono) mi è venuto error ecc, ecc
CHI L'HA SCARICATO MI DICE COME HA FATTO?DOVEVO LASCIARE LA PRIMA CARTELLA?
GRAZIE IN ANTICIPO
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#2 L   Nobun 

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Inviato 21 January 2009 - 00:45

Abituarsi a riportare PER INTERO il messaggio di errore (comincia sempre con error e ci sono sempre diverse linee che possono sembrare uguali, ma ognuna ha un suo significato, e vanno riportate TUTTE).
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#3 L   Birelhot 

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Inviato 21 January 2009 - 13:52

Hai ragioe Nobun...
Anche io non ci stò più molto molto come prima, vabbè cerco di riattivarmi al più presto ;)

Tornando IT ho scaricato anche io Norris e l'errore è questo:
http://img186.imageshack.us/img186/4093/krakenoo8.th.png(Scusate non avevo voglia di ritagliarlo XD)

Allora sono andato a vedere il def e in effetti il cmd ha un "2" che non ci dovrebbe essere.
Purtroppo il nostro caro chuck ha un bug, quando inizia lo scontro sparisce e vince automaticamente l'avversario... Non mi era mai capitata una cosa del genere O.O

Edit: ah ho notato anche "error loading p1" però non ho capito cosa vuol dire.
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#4 L   Nobun 

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Inviato 21 January 2009 - 18:59

Si, ma abituarsi a riportare PER ISCRITTO il messaggio di errore, non sotto forma di immagine.
Vi fa perdere un po' di tempo, ma non ci fa "tirare gli occhi" e non sempre è detto sia leggibile in una immagine hostata.

Quindi riportare TESTUALMENTE (SCRIVENDOLO) il messaggio di errore (non riesco a leggerlo).
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#5 L   Darak 

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Inviato 21 January 2009 - 19:32

chuck norris non puo perdere bire..... (infatti se è il char che penso è immortale e molto brutto)
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#6 L   Birelhot 

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Inviato 21 January 2009 - 20:14

Lo so ma questo è una falsa copia XD

L'errore è questo:
Error message: Can't open file
Error in norris2.cmd
Error loading chars/norris/norris.def
Error loading p1
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#7 L   Final10 

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Inviato 21 January 2009 - 20:26

Visualizza MessaggiNobun, su Jan 21 2009, 00:45, detto:

Abituarsi a riportare PER INTERO il messaggio di errore (comincia sempre con error e ci sono sempre diverse linee che possono sembrare uguali, ma ognuna ha un suo significato, e vanno riportate TUTTE).

Scusa, sono nuovo.....beh utilizzerò il consiglio, ma se qualcuno ha la vera copia originale me la passa....
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#8 L   Nobun 

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Inviato 22 January 2009 - 22:04

Visualizza MessaggiBirelhot, su Jan 21 2009, 21:14, detto:

Lo so ma questo è una falsa copia XD

L'errore è questo:
Error message: Can't open file
Error in norris2.cmd
Error loading chars/norris/norris.def
Error loading p1


L'errore è chiaro. O il file CMD non esiste, oppure il file CMD non si chiama norris2.cmd
Se il file norris2.cmd è invece presente, allora posta qui il contenuto del file CMD.
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#9 L   Birelhot 

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Inviato 22 January 2009 - 22:14

Quote

Allora sono andato a vedere il def e in effetti il cmd ha un "2" che non ci dovrebbe essere.

L'errore stà nel nome...

Questo è il contenuto nel cmd:

; The CMD file.
;
; Two parts: 1. Command definition and 2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
; B, DB, D, DF, F, UF, U, UB (all CAPS)
; corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
; a, b, c, x, y, z (all lower case)
; In default key config, abc are are the bottom, and xyz are on the
; top row. For 2 button characters, we recommend you use a and b.
; For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
; [Command]
; name = some_name
; command = the_command
; time = time (optional -- defaults to 15 if omitted)
;
; - some_name
; A name to give that command. You'll use this name to refer to
; that command in the state entry, as well as the CNS. It is case-
; sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
; list of buttons or directions, separated by commas.
; Directions and buttons can be preceded by special characters:
; slash (/) - means the key must be held down
; egs. command = /D ;hold the down direction
; command = /DB, a ;hold down-back while you press a
; tilde (~) - to detect key releases
; egs. command = ~a ;release the a button
; command = ~D, F, a ;release down, press fwd, then a
; If you want to detect "charge moves", you can specify
; the time the key must be held down for (in game-ticks)
; egs. command = ~30a ;hold a for at least 30 ticks, then release
; dollar ($) - Direction-only: detect as 4-way
; egs. command = $D ;will detect if D, DB or DF is held
; command = $B ;will detect if B, DB or UB is held
; plus (+) - Buttons only: simultaneous press
; egs. command = a+b ;press a and b at the same time
; command = x+y+z ;press x, y and z at the same time
; You can combine them:
; eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
; ;then press a and b together
; It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
; you start off with a "release direction". This matches the way most
; popular fighting games implement their command detection.
;
; - time (optional)
; Time allowed to do the command, given in game-ticks. Defaults to 15
; if omitted
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
;

;-| Button Remapping |-----------------------------------------------------
; This section lets you remap the player's buttons (to easily change the
; button configuration). The format is:
; old_button = new_button
; If new_button is left blank, the button cannot be pressed.
[Remap]
x = x
y = y
z = z
a = a
b = b
c = c
s = s

;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30

; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1

;-| Super Motions |--------------------------------------------------------
[Command]
name = "roadrollerda"
command = D,DF,F,D,DF,F, c

[Command]
name = "boom"
command = D,DB,B, c

[Command]
name = "proton"
command = D,DF,F, c

[Command]
name = "roundkickkillah"
command = F,D,DF, c

;-| Special Motions |------------------------------------------------------
[Command]
name = "grenade"
command = D,DB,B, a

[Command]
name = "grenade"
command = D,DB,B, b

[Command]
name = "roundkick"
command = F,D,DF, a

[Command]
name = "roundkick"
command = F,D,DF, b

[Command]
name = "uzi"
command = D,DF,F, a

[Command]
name = "uzi"
command = D,DF,F, b

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1

[Command]
name = "recovery"
command = y+z
time = 1

[Command]
name = "recovery"
command = x+z
time = 1

[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "recovery"
command = b+c
time = 1

[Command]
name = "recovery"
command = a+c
time = 1

;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1

[Command]
name = "back_y"
command = /$B,y
time = 1

[Command]
name = "back_z"
command = /$B,z
time = 1

[Command]
name = "down_x"
command = /$D,x
time = 1

[Command]
name = "down_y"
command = /$D,y
time = 1

[Command]
name = "down_z"
command = /$D,z
time = 1

[Command]
name = "fwd_x"
command = /$F,x
time = 1

[Command]
name = "fwd_y"
command = /$F,y
time = 1

[Command]
name = "fwd_z"
command = /$F,z
time = 1

[Command]
name = "up_x"
command = /$U,x
time = 1

[Command]
name = "up_y"
command = /$U,y
time = 1

[Command]
name = "up_z"
command = /$U,z
time = 1

[Command]
name = "back_a"
command = /$B,a
time = 1

[Command]
name = "back_b"
command = /$B,b
time = 1

[Command]
name = "back_c"
command = /$B,c
time = 1

[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

[Command]
name = "down_c"
command = /$D,c
time = 1

[Command]
name = "fwd_a"
command = /$F,a
time = 1

[Command]
name = "fwd_b"
command = /$F,b
time = 1

[Command]
name = "fwd_c"
command = /$F,c
time = 1

[Command]
name = "up_a"
command = /$U,a
time = 1

[Command]
name = "up_b"
command = /$U,b
time = 1

[Command]
name = "up_c"
command = /$U,c
time = 1

;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1

[Command]
name = "b"
command = b
time = 1

[Command]
name = "c"
command = c
time = 1

[Command]
name = "x"
command = x
time = 1

[Command]
name = "y"
command = y
time = 1

[Command]
name = "z"
command = z
time = 1

[Command]
name = "s"
command = s
time = 1

;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1

[Command]
name = "downfwd"
command = $DF
time = 1

[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1

[Command]
name = "downback"
command = $DB
time = 1

[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1

[Command]
name = "upback"
command = $UB
time = 1

[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1

[Command]
name = "upfwd"
command = $UF
time = 1

;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1

[Command]
name = "hold_y"
command = /y
time = 1

[Command]
name = "hold_z"
command = /z
time = 1

[Command]
name = "hold_a"
command = /a
time = 1

[Command]
name = "hold_b"
command = /b
time = 1

[Command]
name = "hold_c"
command = /c
time = 1

[Command]
name = "hold_s"
command = /s
time = 1

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1

[Command]
name = "holddownfwd"
command = /$DF
time = 1

[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1

[Command]
name = "holddownback"
command = /$DB
time = 1

[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdupback"
command = /$UB
time = 1

[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holdupfwd"
command = /$UF
time = 1

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
[State -1, ROADROLLERDA!!!]
type = ChangeState
value = 3400
triggerall = command = "roadrollerda"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 250
trigger5 = stateno = 430
trigger6 = stateno = 440
trigger7 = stateno = 450

;---------------------------------------------------------------------------
[State -1, BOOM!!!]
type = ChangeState
value = 15850
triggerall = command = "boom"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 250
trigger5 = stateno = 430
trigger6 = stateno = 440
trigger7 = stateno = 450

;---------------------------------------------------------------------------
[State -1, ROUNDKICKKILLAH!!!]
type = ChangeState
value = 3000
triggerall = command = "roundkickkillah"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 250
trigger5 = stateno = 430
trigger6 = stateno = 440
trigger7 = stateno = 450

;---------------------------------------------------------------------------
[State -1, GOTTAHELL!!!]
type = ChangeState
value = 3300
triggerall = command = "proton"
trigger1 = statetype = A
trigger1 = ctrl

;---------------------------------------------------------------------------
[State -1, PROTONCANNON!!!]
type = ChangeState
value = 3200
triggerall = command = "proton"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 250
trigger5 = stateno = 430
trigger6 = stateno = 440
trigger7 = stateno = 450

;===========================================================================
;---------------------------------------------------------------------------
[State -1, GRENADE!!!]
type = ChangeState
value = 1100
triggerall = command = "grenade"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 250
trigger5 = stateno = 430
trigger6 = stateno = 440
trigger7 = stateno = 450

;---------------------------------------------------------------------------
[State -1, RoundKick]
type = ChangeState
value = 1000
triggerall = command = "roundkick"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 250
trigger5 = stateno = 430
trigger6 = stateno = 440
trigger7 = stateno = 450

;---------------------------------------------------------------------------
[State -1, Uzi]
type = ChangeState
value = 1200
triggerall = command = "uzi"
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 250
trigger5 = stateno = 430
trigger6 = stateno = 440
trigger7 = stateno = 450

;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
; Throw
[State -1, Throw]
type = ChangeState
value = 800
triggerall = command = "y" || command = "z"
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
trigger1 = command = "holdfwd"
trigger1 = p2bodydist X < 10
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
trigger2 = command = "holdback"
trigger2 = p2bodydist X < 10
trigger2 = (p2statetype = S) || (p2statetype = C)
trigger2 = p2movetype != H

;===========================================================================
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl

;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 430

;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230

;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 240
trigger4 = stateno = 430

;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger3 = stateno = 230

;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 230
trigger3 = stateno = 430

;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl
trigger2 = stateno = 430
trigger3 = stateno = 230
trigger4 = stateno = 440

;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630

;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 630

;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = stateno = 640
trigger3 = stateno = 630

;---------------------------------------------------------------------------
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