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Offline GuNStArHeRo

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MvC tag system
« on: July 05, 2009, 02:52:36 PM »
does anyone know how to make it work 100%...i have it working but when i tag my partner in sometimes the computer taks over and doesnt tag me back in and another thing is i want then to be able to do hypers and assit moves like MvC2...Any ideas on how to fix it up



Offline Sparticus2299

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Re: MvC tag system
« Reply #1 on: July 05, 2009, 04:13:26 PM »
ok you need to just read the instructions and it will tell you how to assist and do dual hypers

you can't control chars but you can tag yourself in when the cpu's playing the same way you tag cpu in
EVIL WOULD WIN IN REAL LIFE nuf said

Offline GuNStArHeRo

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Re: MvC tag system
« Reply #2 on: July 05, 2009, 07:08:38 PM »
ight im goin to give it one more try



Offline GuNStArHeRo

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MvC tag system
« Reply #3 on: July 16, 2009, 12:09:46 PM »
does anyone know how to add hypers and or assist moves to characters that has been patched by the MvC tag system...i looked up every tut and they are not clear on how to add the so if someone can give step by step on how to add assist or dual hypers post it here...

NO ONE WORDERS PLEASE!!! STEP BY STEP INFO

thanx in advance



Offline YD

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Re: MvC tag system
« Reply #4 on: July 16, 2009, 02:26:19 PM »
There was no reason to open a second thread about the same thing, all you had to do was reply in the first thread you made and ask for help or clarification.  ::)

What system of tag team are u using, as some are not capable of doing team hypers and some are just flawed altogether. Also you do not need to yell in a topic to get a responce and demanding how someone replies will get your posts booted. Try to be a little more respectful of the forum please. :) Thanks you. I'm not picking on you, just giving you friendly advise.  :)

Offline GuNStArHeRo

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Re: MvC tag system
« Reply #5 on: July 16, 2009, 02:39:25 PM »
i 4got i made one i was lookin for it but couldnt find it...you can delete it if you want



Offline YD

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Re: MvC tag system
« Reply #6 on: July 17, 2009, 08:09:00 AM »
i 4got i made one i was lookin for it but couldnt find it...you can delete it if you want

It was like seven posts down and had the same title. Anyway you didn't answer my question of what version of  tag team you are using. I guess you don't need help anymore. Glad to see  you got things working.

Offline GuNStArHeRo

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Re: MvC tag system
« Reply #7 on: July 17, 2009, 11:38:35 AM »
mybad youngdragun ...ummm its the MvC tag system from infinity mugen team site



Offline YD

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Re: MvC tag system
« Reply #8 on: July 18, 2009, 03:35:16 PM »
Have you tried using the tag team patcher on the characters you want to use tag team with?

Offline GuNStArHeRo

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Re: MvC tag system
« Reply #9 on: July 20, 2009, 07:42:46 AM »
i gave up on the tag system i try everthing and i still cant seem to get it...someone needs to make a video tut. on how to use it but thanx for offering help youngdragun



Offline YD

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Re: MvC tag system
« Reply #10 on: July 20, 2009, 03:28:09 PM »
i gave up on the tag system i try everthing and i still cant seem to get it...someone needs to make a video tut. on how to use it but thanx for offering help youngdragun

I'll look into it and see about posting some info for you.

Offline YD

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Re: MvC tag system
« Reply #11 on: July 21, 2009, 01:49:17 PM »
does anyone know how to make it work 100%...i have it working but when i tag my partner in sometimes the computer taks over and doesnt tag me back in and another thing is i want then to be able to do hypers and assit moves like MvC2...Any ideas on how to fix it up

Ok this happens cause thats normal with tag team, to stop this you will have to press ctrl+3 and the round one intro and round one only,to be able to control the tagged character otherwise it will be computer controlled and then its up to the computer to tag you only if it feels like it.
does anyone know how to add hypers and or assist moves to characters that has been patched by the MvC tag system...i looked up every tut and they are not clear on how to add the so if someone can give step by step on how to add assist or dual hypers post it here...

NO ONE WORDERS PLEASE!!! STEP BY STEP INFO

thanx in advance
i gave up on the tag system i try everthing and i still cant seem to get it...someone needs to make a video tut. on how to use it but thanx for offering help youngdragun

Ok I am not going to do a video tut but I will tell you how to get the team hyper thing sorted out.


Ok this portion of code is placed in a character that has been patched with the "tag team workshop" by sludge and whoever and where you find this is in the folder that is created named (character name)_tag and in the newly created .def file:

[State -1, dualhypers]
type = ChangeState
value = 4718
triggerall = command = "holddown" && command = "b" && command = "y"
triggerall = (Var(10) = 2) && (partner, life > 0) && (power >= 2000)
trigger1 = (StateType != A) && (Ctrl = 1)


Ok now that was the portion of coding that refers to the "dual hypers" or "team hypers" if thats what you want to call it. Ok so the coding tells us that the state number is "4718":
value = 4718
 so this corresponds to the statedef in the "tag_system.cns" that was also created by the patcher. This also tells us that by hitting the "b" and "y" buttons will cause the dual hyper action:
triggerall = command = "holddown" && command = "b" && command = "y"
And lastly it tells us that the partner must have more than "0" health and more than "2000" or 2 levels in the power gauge:
triggerall = (Var(10) = 2) && (partner, life > 0) && (power >= 2000)

So now we open up the tag_system.cns and look for the statedef "4718" which should be down towards the bottom and it will look like this:
;--------------
; dual hypers, waiting for partner to appear onscreen and perform hyper
;----------------
[Statedef 4718]
type = S
movetype = I
physics = N
anim = 0   ; <-- Animation to perform while waiting for partner to run into the screen
sprpriority = -2
ctrl = 0

[State 4718, setvar]
type = VarSet
trigger1 = Life
trigger1 = partner, BackEdgeBodyDist <= 20
v = 10
value = 3

[State 4718, end state]
type = ChangeState
triggerall = selfanimexist (3050) ;<--- Hyper state
trigger1 = partner, BackEdgeBodyDist >= 20
trigger2 = Time >=50
value = 3050 ;<--- Hyper state
ctrl = 1

[State 4718, end state] ;Hyper state doesn't exist so return to a standing state (with control)
type = ChangeState
trigger1 = Time >=60
value = 0
ctrl = 1


Now this is what tells what move will be performed. In the above section of coding i posted it tells us that statedef "3050" will be used for the hyper.:
triggerall = selfanimexist (3050) ;<--- Hyper state
value = 3050 ;<--- Hyper state

you can modify this to what ever hyper statedef you want. Most hyper statedef are "3000" so that a good place to start looking, but this will differ with each character and on creator preference. This and your knowledge of character coding is what will make or break a team hyper.

Ok so now you'll have to see what hyper you want, the easiest place to find the hyper statedef is in the characters .cmd file and it makes life easier if the characters creator made a readme .txt with move commands for hypers.

Ok lets say that you have a character with a readme.txt and it lists the hyper move commands, good, now go to the .cmd and open it up with notepad, wordpad or FF. Now look for the command line that have the move command button sequence that was listed in the readme.txt.
Example:
D, DF, F, D, DF, F + x  - Triple Kung Fu Palm

ok so look for the corresponding sequence in the .cmd which would look like this:
[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20

Ok this is the hyper command now all you have to do now is look for the portion of coding that has this "TripleKFPalm" so scroll down the .cmd and then you'll see this:

;Triple Kung Fu Palm (uses one super bar)
;OJt[˂iQ[WxPj
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact


I'm not going to go into what line means what but what we need to focus on instead is finding the hyper statedef number which this portion of code tells us is "3000":
value = 3000
Ok so theres the easy way to find the hyper statedef number. Now with that info you edit the lines of code that reference the hyper in the tag_system.cns I posted above.

Now that edit was for the character in the wait stage of the team hyper move, which means the character that you control and is in the waiting state, now you'll need to edit the line that makes this character jump or run on screen when they are off screen waiting to be tagged which is the portion of coding just below the statedef "4718" , the "4719" which looks like this:


;----Entering the screen for dual hyper
[Statedef 4719]
type = S
movetype = I
physics = S
anim = 100   ; <- You can use the standard running animation or put another one
ctrl = 0



[State 4719, setvar]
type = VarSet
trigger1 = selfanimexist (3050) ;<--- Hyper state
v = 10
value = 2

[State 4719, 1]

type = ChangeAnim
trigger1 = Partner, Life <= 0
trigger1 = Anim != 4719
value = 4719


[State 4719, position]
type = PosSet
trigger1 = time = 0
x = -243*facing

y = 0

[State 4719, velocity]
type = VelSet
trigger1 = Anim != 4719
x = 10

[State 4719, velocity2]
type = VelSet
trigger1 = Anim = 4719
trigger1 = AnimElem = 2, >= 0
x = 8

[State 4719, invincibility] ; the character cannot be hit until he has fully entered on the stage

type = NotHitBy
trigger1 = BackEdgeBodyDist <= 0
value = SCA
time = 2

[State 4719, screen bound] ; Prevents the camera from following the char
type = ScreenBound
trigger1 = 1
value = 0

[State 4719, attack state] ; the character attacks his opponent when :
type = ChangeState
trigger1 = BackEdgeBodyDist >= 20   ; he is on the stage
triggerall = selfanimexist (3050)   ;<--- Hyper state
value = 3050 ;<--- Hyper state
ctrl = 1

[State 4719, attack state] ;Hyper state doesn't exists, so return him to a standing state and give him control
type = ChangeState
trigger1 = BackEdgeBodyDist >= 30
value = 0
ctrl = 1


Again we'll be editing the hyper statedef reference to what ever you what.

 So this portion of coding tells us the same thing which is that the hyper state is "3050":
trigger1 = selfanimexist (3050) ;<--- Hyper state,

triggerall = selfanimexist (3050)   ;<--- Hyper state
value = 3050 ;<--- Hyper state

So where you see "3050" edit that to what ever the hyper command is that you want instead.

Now this does not have to be a hyper move it can be what ever you want it to be. Now if you noticed I used KFM as reference here that I patched with the "tag team workshop" found at IMT. This is not to say that every character patched will work, you will need to understand coding in order to get this to work properly as it will most likely require you to change a lot of coding aspects and you'll need to know how. Also if you use the "tag team workshop" you will need to alter the character folder name in order for it to work also so once you patch it you will now have a second .def file and a "(character name)_tag" folder which will contain three file that the character will reference for the tag to work. You will have to rename the character folder to "(character name)_tag exactly like it is for the new .def file that was created so that it will work. The complete character folder name not the .def file, the .def file is already named properly but you will have to edit the folder name yourself.

Now I did not touch on the tag assist option but it the same as the tag hyper in the way to get it to work expect for the statedef which is "4717" but you will edit it the same as you would for the hyper. in case you don't know what that is, its the helper type move that makes your tag partner jump on screen and perform and attack move, got it, good. If there are any other questions then you know what to do.

Offline Shulbocka

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Re: MvC tag system
« Reply #12 on: July 22, 2009, 02:51:41 AM »
I am totally doing this when I get more time. You're the man youngdragun, and thanks for explaining that in so much detail.




Offline GuNStArHeRo

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Re: MvC tag system
« Reply #13 on: July 22, 2009, 08:40:32 AM »
very helpful and works just fine...thanx young for takin the time out to post this helpful info  8)



Offline YD

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Re: MvC tag system
« Reply #14 on: July 22, 2009, 07:47:39 PM »
very helpful and works just fine...thanx young for takin the time out to post this helpful info  8)

I'm glad you got it all sorted out. :D Sorry for the slow reply. I'm glad I could help.  :)