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Enkephalin
Posted: Nov 26 2003, 11:53 PM
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I had a good couple of questions, though I can't remember them all I thought I'd go ahead and ask the ones I've got.

HitOverride - does it have to be active before the hit, or will it take effect in a player who is already in a hit state? I thought it would be the best way to detect attributes that aren't in gethitvar

-1,-2,-3 states - Do certain sctrls not work in these states? -1 is typically for changestates, does that mean no other controllers down the list are executed after a changestate is done? What about the others? I've lined up a row of them and seen some get executed and some not. Also, can you split -statedefs between two files, have -2 states defined mostly in one and then more optional -2's placed in another file that can be included or excluded from the .def file?

Is there a good way to find RGB indexes for a color you want fx'd into a palate if you're not a graphic artist? It just doesn't pay for me to own Paintshop or Photoshop. Is there anything smaller, cheaper just a good at finding them with?

Like I said, I wish I could remember the others, but these are the burning questions. Thanks in advance.
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Renzo
Posted: Nov 27 2003, 04:56 AM
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Override
The hitoverride should be activated before a move hits the char. It wonīt work the way you described.

-1 -2 -3
All the SCTRLS will be executed even after a ChangeState, because, the player IS EVER in that states. And no, you canīt split staedefs into two files. The first statedef will be selected as the "active" state.

The state queue is from -3 up to -1, then the current state.

Pal FX
I donīt know exactly what you need, but theyīre a lot of apps that can help you besides PS and PSP, like Paletero. And, If you wish, you cn test my Palette editor, posted on Misc. Releases.

This post has been edited by Renzo on Nov 27 2003, 04:56 AM


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Enkephalin
Posted: Nov 27 2003, 05:22 AM
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ergh, its in Java...I can't get JRE on this system for the same reason I can't get install Photoshop...my motherboard is incompletely hosed, sdram timings are fkd so it can't handle a large amount of 32-bit encryption or compilation --or even a medium amount -- without getting CRC errors. And yeah, I've already flashed the bios, didn't get any worse, but it didn't get any better.

Thanks for the info, man. I'm still having problems with sctrls not firing while sctrls in the same state with the same triggers do. That might be traced back to the fact that my machine is a hunk of trash, but it's been pretty consistent with all the other chars I've run.

This post has been edited by Enkephalin on Nov 27 2003, 05:27 AM
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Winane
Posted: Nov 27 2003, 06:12 AM
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QUOTE (Renzo @ Nov 26 2003, 11:56 PM)
-1 -2 -3
All the SCTRLS will be executed even after a ChangeState, because, the player IS EVER in that states.

Um, that's not what I've found. I haven't tested it in the -2 or -3 states, since they don't concern the code I've been working on, but at least in State -1, an executed ChangeState does indeed terminate processing of the -1 state for the current tick. That's why you need to pay attention to the order in which you put your -1 ChangeStates. Best not put a hadouken above a dragon punch, for example.

This post has been edited by Winane on Nov 27 2003, 06:13 AM
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Renzo
Posted: Nov 27 2003, 02:32 PM
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If what you say itīs true, tell me why when you put a display to clipboard after a ChangeState the DTC triggers. smile.gif

This post has been edited by Renzo on Nov 27 2003, 03:41 PM


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Winane
Posted: Nov 28 2003, 06:50 AM
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Uh, no, actually it doesn't, not if the ChangeState was triggered.

If you put something like this in State -1:

[State -1, blah]
type = ChangeState
trigger1 = 1
value = 0

[State -1, blarg]
type = VarSet
trigger1 = 1
var(0) = 1

[State -1, glop]
type = DisplayToClipboard
trigger1 = 1
text = "var(0) = %d"
params = var(0)

...then you'll never see anything displayed to the clipboard. And if you move the DTC controller to State -2 or -3, you'll see that var(0) never gets set to 1.
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Renzo
Posted: Nov 28 2003, 12:20 PM
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Lemme check that. Iīm sure that it works, since I use state -1 for debug messages works fine.


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Enkephalin
Posted: Nov 28 2003, 03:21 PM
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This is probably why everyone puts their AI ChangeStates before the player commands.
I'm having problems with a couple sctrls that aren't statechanges. I've got a varset, a playerpush, an afterimage, a palfx, and a nothitby, all in a row, in that order, and with the same triggers. I don't have to DTC to know that the playerpush and nothitby are working, the afterimage and palfx aren't triggered at all. I've had the same problem in another state that kept me from getting out of that state. Any ideas?
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Maximilian Jenus
Posted: Nov 28 2003, 11:47 PM
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Concerning to your problem, post the actual code in this topic so we can test it , as well as watching it more clearly.


Also, i think yu can split a state in two or more files as long as you do not redefine the state and load the files in the proper order in the def file, like:

k.def


[Files]
.
.
.
st1 = firsthalf.st
st2 = secondhalf.st

firsthalf.st

[statedef - 2]

sctrls

secondhalf.st

more sctrls


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Enkephalin
Posted: Nov 29 2003, 01:28 PM
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The trigger is just var(8), switched on by a command and switched off by movecontact.

[State -3, push]
type = PlayerPush
trigger1 = var(8)
value = 0

[State -3, image]
type = Afterimage
trigger1 = var(8)
time = 1
length = 60
timegap = 4
framegap = 4

[State -3, bgfx]
type = BGPalFX
trigger1 = var(8)
time = 1
color = 50
add = 0, 0, 256

[State -3, nohit]
type = NotHitBy
trigger1 = var(8)
value = SCA, NA, NP, NT, SA, SP, ST, HA, HT

I moved around the DTCs before and between the states, and they always fired, too. If there's just something wrong with the image and bgfx sctrls, it's not in the documentation. Btw, I'm testing this with KFM still.

Thanks in advance
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