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Offline v

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Buggy taunt for Reza's Cyclops
« on: July 03, 2009, 04:15:13 PM »
So Reza's Cyclops has a bit of a buggy taunt. Can someone please tell me what I have to put quotes in front of so it is disabled in AI mode.

Offline YD

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Re: Buggy taunt for Reza's Cyclops
« Reply #1 on: July 03, 2009, 08:19:13 PM »
So Reza's Cyclops has a bit of a buggy taunt. Can someone please tell me what I have to put quotes in front of so it is disabled in AI mode.

Post a link for those you may not have it. Make sure its a creators release link or PM me cause I don't know if I have him, cause right now I'm posting this from my laptop as I have just suffered a virus attack on my desktop and I am in the process of saving everything so I can reformat and reinstall everything and maybe clean things up a bit. :P Then I'll take a look and see what exactly you can do to fix this or I'll fix the taunt altogether for you. :)

Offline v

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Re: Buggy taunt for Reza's Cyclops
« Reply #2 on: July 04, 2009, 12:42:17 AM »
here is the DL link to reza's cyclops:

http://reza.club-syndicate.net/

i'm thinking all i need to do is quote whatever referring to the taunt, but i'm not sure, hence asking. plus, want to make sure what all things i'd need to quote.

Offline YD

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Re: Buggy taunt for Reza's Cyclops
« Reply #3 on: July 04, 2009, 12:05:16 PM »
Well I can't download him at the moment, i don't know why but whatever, so I'll try and walk you through by memory. Ok first you will have to use FF and open up the character folder and then go to the commands option and find the portion of coding that has the value 195 as this is usually the coding for taunt in the .cns file. Now this portion of coding will be somewhere at the top and will use an AI control variable, usually will look like this:

triggerall = Var(59) <= 0 && statetype !=A && command = "start"

This will then be the portion of coding that tell the AI to use the taunt move. So this portion of coding you will put the semicolon (;) in front of each line.

Example:


NOTE: The portion of coding below is only an example this portion will vary between creators and will sometimes use different varibles. Again this is just an example.


This below.....

[State -1, Taunt]
type = ChangeState
triggerall = Var(59) <= 0 && statetype !=A && command = "start"
trigger1 = (stateno = [???,???]) || (stateno = [???,???])
trigger1 = movecontact
value = 195


You will change to this.

;[State -1, Taunt]
;type = ChangeState
;triggerall = Var(59) <= 0 && statetype !=A && command = "start"
;trigger1 = (stateno = [???,???]) || (stateno = [???,???])
;trigger1 = movecontact
;value = 195


Now if there is no coding in the .cmd that looks like that or similar to it, than you will have
to then modify the "taunt" command itself and this will however render the taunt useless in any mode.

The taunt command coding itself usually looks like this:

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


And this portion you will add again the semicolon in front of all lines.

Again this is an example, although this is what it should look like but some like to make it look fancy by adding IMO portions of code that are not needed, this is a standard move there should really be no need for flare.

Anyways that should be about it that I can think of in the blind. Hope ant of this helps. If