Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Disappearing Benimaru...?  (Read 553 times)

Offline Tazzer

  • M.U.G.E.N Contributor
  • ****
  • Posts: 951
  • R.I.P Fuzzy Elf
  • Referrals: 0
Disappearing Benimaru...?
« on: October 30, 2009, 06:31:17 PM »
Ok, I have a version of Benimaru that I really like... except for ONE thing.

On the flip kick combo..(as well as the regular flip kick) he does, the move will execute fine and go through all animations and what not... however, upon landing when the move finishes, Benimaru disappears and there is nothing I can do except to escape the match.   I have no idea what the problem is.  If anyone can take a look at this code and see if they spot the problem, it would be greatly appreciated.  I just don't know what to look for.

Here is the code for both the weak and strong Flip kicks:

« Last Edit: November 02, 2009, 05:55:48 PM by Tazzer »

Offline aa250

  • CC Staff
  • *
  • Posts: 6750
  • Country: 00
  • retired
  • Referrals: 0
Re: Disappearing Benimaru...?
« Reply #1 on: October 30, 2009, 10:25:08 PM »
In order for us to assist you more can you tells us where you got the character if it offline upload here. Also can you take a screen shot of that bug on Windebug. it will probably tell why Benimaru get stuck, To take a screen shot press the F12 on your keyboard it will create a pcx file in your Mugen folder. You would need a converter to convert that picture to png. I use GIMPS. Then upload in imageshack or Photobucket

Offline Tazzer

  • M.U.G.E.N Contributor
  • ****
  • Posts: 951
  • R.I.P Fuzzy Elf
  • Referrals: 0
Re: Disappearing Benimaru...?
« Reply #2 on: October 31, 2009, 12:41:48 AM »
Sure, no problem:

I got him here:  http://sander71113.mgbr.net/mugen.html

and there is a screen shot from Debug.. this is right when he disappears while landing... before this there are no error messages that I saw.

Screen Shot:

I don't know if that little bit of info down in the corner is gonna help you.. but there it is.   Thanks for taking a look.

it happens with both states: 1140 and 1150  It gets stuck on both.
« Last Edit: October 31, 2009, 05:07:21 PM by Tazzer »

Offline Tazzer

  • M.U.G.E.N Contributor
  • ****
  • Posts: 951
  • R.I.P Fuzzy Elf
  • Referrals: 0
Re: Disappearing Benimaru...?
« Reply #3 on: October 31, 2009, 07:24:52 PM »
I figure it has to do with the ending part of the animations 1140 and 1150... because the moves themselves execute pefectly.  It's only when you get to the very end that he disappears.

Then again, I'm probably the least qualified person to say anything about mugen coding around here... so I'm most likely wrong lol.    It's just weird though because there's no other problems with Benimaru... everything else as far as moves/animations is great.

Offline Fallen_Angel

  • **
  • Posts: 97
  • Referrals: 0
Re: Disappearing Benimaru...?
« Reply #4 on: November 02, 2009, 05:20:57 AM »
the error is in  the changestate


[State 1660, Landing]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1150   

change 1150 f0r 0


[State 1610, Landing]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -10
value = 1140

same here change it to 0

Offline Tazzer

  • M.U.G.E.N Contributor
  • ****
  • Posts: 951
  • R.I.P Fuzzy Elf
  • Referrals: 0
Re: Disappearing Benimaru...?
« Reply #5 on: November 02, 2009, 11:44:35 AM »
Thanks! I did as you said in the states 1140 and 1150... but it turns out that wasn't all I had to do.   I looked again at the animations for the landing parts of the move, aaaaaaaand:

This is the second to last frame:



Pretty standard stuff right?  Nothing odd or wrong here. 

However, this is the last frame of the anim:



Now, that's really weird right?  I mean.. why?   I don't understand why this was set up this way (I got the char right from his site, not from another source where it could have been messed with first) So I don't get it..but anyway, moving on.

I changed the last frame's info to match the frame before it and... Presto.  That, along with your changes from 1140/1150 to 0.. and the normal versions (meaning just the flip kick itself) of the weak and strong flip kicks works like a charm.

However, the State 1600.. which is the combo move that ends in the flip kick is another story.

Benimaru no longer disappears after landing... but.. after landing, I can no longer move him, he's just stuck.   I tried changing the 1140/1150 to 0 in this state aswell... however this, for some reason, makes the stand-alone flip kicks get stuck in the same way.   So I changed those back and now, he just gets stuck in the combo version (1600 series of States).  Any ideas?
« Last Edit: November 02, 2009, 12:03:57 PM by Tazzer »

Offline YD

  • ******
  • Posts: 3085
  • Country: 00
  • Referrals: 0
Re: Disappearing Benimaru...?
« Reply #6 on: November 02, 2009, 01:20:37 PM »
Those move code are suppose to be coded with the change states to those two other statedefs, so I would edit them back to their original state and I would look at the statedef for 1140 and 1150 and check for coding issues.

These two portions of code:

[State 1660, Landing]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1150   

[State 1610, Landing]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= -10
value = 1140

tell the system what statedef to go to when performing the landing of the combo. But there are four move sets that you listed ones a flip kick B start (1600) & flip kick B (1610) then the other is a flip kick D start (1650) &  flip kick D (1660). Now the changestate at the end of 1610 and 1660 tells the character to go to the statedef depending on the position of the character. So either you need to post all the info involved or refer a link to download so someone can help you out.

Offline Tazzer

  • M.U.G.E.N Contributor
  • ****
  • Posts: 951
  • R.I.P Fuzzy Elf
  • Referrals: 0
Re: Disappearing Benimaru...?
« Reply #7 on: November 02, 2009, 05:50:03 PM »
Ok, I got the Flip kick combo that ends with state 1140 to work, but changing this line in the above code:

[State 1135, Landing]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 0


To read:

[State 1135, Landing]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1140

So now the combo works with one of the button sequences.

However the other still gets stuck in the standing anim when he lands...


Do I need to put this:

[State 1135, Landing]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1150

Somewhere else in the above code to make the combo work with the other button sequence? (for weak)   And if so.. where?   Because that particular piece of code only appeared right before the 1140 landing... there wasn't similar code that could refer to stage 1150 version.   It only appears in the one spot.

 ???