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Question that is answered or resolved.
For some reason my player can't connect any attack after the first attack connects. The animations play but there is no move contact or damage. I have the attack boxes set as well as damage and pause times and I added atchain 1 2 4 3 in the header so I can't think of what could be causing this also the first attack seems to rarely to connect as well so any info on the issue would be appreciated.
 
Hey guys I have a question about atchain attacks for some reason the second tier combo does the first attack in the combo twice automatically and then does the other attacks and I don't understand why this happens. It's not an issue but its also not truly my desired results for the combo attack so if anyone knows why this happens or how to change its effect please share or explain and if its in the manual just tell me what to look under I don't mind reading
 
BeasTie said:
You should read the whole manual anyway.

That is a very valid point. I downloaded it to my mobile phone and read it while I was in the bus to my work :)

Thegr8test said:
I have for the most part I just have to go back and reference things because its alot to remember on top of learning coding for mugen
So you work with Mugen? Then you will notice both engines are very different, each one has its good and bad points.

Thegr8test said:
Hey guys I have a question about atchain attacks for some reason the second tier combo does the first attack in the combo twice automatically and then does the other attacks and I don't understand why this happens. It's not an issue but its also not truly my desired results for the combo attack so if anyone knows why this happens or how to change its effect please share or explain and if its in the manual just tell me what to look under I don't mind reading

if the combostyle is set to 0 or 1, I think it will work like you mentioned.
 
Yeah i have combostyle set to 1 but again its not a major issue and about mugen theyre both great engines to use and with clever coding you can achieve similar results from each engine in the other  :D
 
Yeah, the way some things are described in the manual you really have to read them a few times. 

IMO setting up atchain like that is a pain in the ass and seldom works for me either.
 
Don't know if you are referring to the manual or Wiki Article, but either way it helps if you break it down. Think of Ax Battler from Arcade Golden Axe.

[list type=decimal]
[*]Initial swing.
[*]Follow up backhand slice.
[*]Pommel butt.
[*]Kick
[*]Uppercut slice
[*]Pick up and throw
[/list]

0 = It's a group spacer. If nothing is skipped, you stop the combo at the first 0 you come to. If there IS a skip, then you skip to whatever is after the first 0 you come to instead.

So the whole thing becomes this:
1 2 6 0 3 3 4 0 5

Looks puzzling right? Break it down into smaller bits:

1 and 2, then if target is in range of 6, do that and stop. If not, skip 6 and keep going. In game terms, Ax swings twice, and then if his opponent is close enough, he'll grab and throw them to the deck.
1 2 6 0

First and second swing, skip 6 because nothing was in its range. Now we get 3 3 and 4. Again, only do these if something is in their range, else skip to the next group. This time Ax does his damaging and brutal mid range combo of two swings, a couple of pommel smashes to the head, and then a big boot.
1 2 6 0 3 3 4 0

Now we are up to the whole thing. There's no more skips to try, so just play 5. After the standard initial swings, Ax does a long reaching uppercut slice.
1 2 6 0 3 3 4 0 5

Ax_ani_chain_0001.gif


The most important thing here is you have to set up ranges very carefully and remember the range checks are in real time. 3 and 4 for instance both have to find a target or they get skipped, so if one of the pommel smashes happens to push the target out of range, Ax will perform the uppercut slice on his next attack - exactly like the Arcade Golden Axe, and a pretty cool caveat if you ask me. It's quite easy once you get the hang of it, and lets you make some cool range based combos right out of the box.

DC



 
my atchain is simply two different combo's based on enemies range from player and they both execute fine only with the long distance combo executing the first attack in the combo twice and then moving on to the other attack animations but thanks for the above example it gave me and idea for future characters
 
for some reason I can't block against enemies I added to the mod. I can block against the enemies who originate from the mod (crime busters) but when I block against enemies I added it does nothing. I don't see any difference in their text files and I added holdblock 1 and it works fine for the other enemies but for mine no luck any idea why this is?
 
Regarding atchain and combostyle, TBH they are some commands which require deeper explanation. It's good thing Damon Caskey has posted such explanation for atchain :)

but when I block against enemies I added it does nothing

You didn't set unblockable parameter to 1, did you? check your enemies text again
 
@DC - Thanks for the explanation.  Not sure where I went wrong in the past, but at least I understand it properly now.

The most important thing here is you have to set up ranges very carefully
yeah this is the part that can be troublesome.
 
thats weird I never checked the unblockable box but it was still set to one but I fixed it and now it works fine I was constantly looking at the attack setup from the frame menu instead of the editor which shows if it was set to 1 to begin with thanks guys
 
Thegr8test said:
thats weird I never checked the unblockable box but it was still set to one but I fixed it and now it works fine I was constantly looking at the attack setup from the frame menu instead of the editor which shows if it was set to 1 to begin with thanks guys

Because there is a bug in openborStats regarding that. Whenever you want to make something unblockable, do it manually (and not by the GUI mode), take a look:

attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}

Its the 4th value, reading right to left.
 
how do I go about adding a custom lifebar to the mod? I want to add a lifebar from another game but I don't know where to store the lifebar image.

Edit - Ok so I now know that you have to draw your own lifebars around the characters icon. It would be more helpful if someone added that info to the manual because it only tells how to edit hud settings but it doesn't state info    about adding your own custom lifebars
 
bWWd said:
you just add "1" after icon command
icon  data/chars/kit/icon.gif 1

This has been answered before. It is always a good idea to use the "search". I found that topic immediately just by putting "icon" on the search function.

If the above quote don't resolve your problem, please post again.

Btw, I agree with you on your previous post regarding the lifebar, but it seems that you always post your question here and then you try to do t by yourself. It's time consuming but always is better to check the manual, the helpful links thread and the search function. Of course at the beginning it would look overwhelming, you that way you actually learn more about the engine.  ;)
 
thanks bro usually when I post a question its after I searched for a while or while I'm searching the forum and rereading sections of the manual. If I find it I always come back and share the solution in case others see this thread and possibly need help with similar problems and also you guys provide more in depth explanations for certain things than the manual gives so thats always helpful as well, but I mostly post a question once I've decided to rest my mind on the problem for a while and check back here in a couple hours
 
Edit - Ok so I now know that you have to draw your own lifebars around the characters icon. It would be more helpful if someone added that info to the manual because it only tells how to edit hud settings but it doesn't state info    about adding your own custom lifebars

The manual cover the basics of a lifebar and you can do pretty much things with it. The icon trick is discribed in the manual too, if I am not wrong. In some cases, you will need a scripted life bar to archive some effects.
 
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