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Logged in as: The Dreamslayer ( Log Out ) | My Controls · 0 New Messages · View New Posts · My Assistant |
Messatsu |
Posted: Jul 3 2004, 10:03 PM
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banneded Group: Members Posts: 310 Member No.: 4158 Joined: 10-October 03 |
Recording helper setup
Note: untested on teh H4X0430 WinMugen. -------------------- You might think that Elecbyte is dead, but this investigation has not been solved for years.
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Messatsu |
Posted: Jul 3 2004, 10:07 PM
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banneded Group: Members Posts: 310 Member No.: 4158 Joined: 10-October 03 |
Additional notes: STATES LISTED AS -4 NEED TO BE IN EVERY STATE THAT THE CLONE CAN POSSIBLY ENTER. Typically, custom combos have different delays. Your initialization should reflect this by modifying root, var(15):
;___________________________________________________________________ Disable all afterimage controllers by using a numhelper(500) = 0 triggerall except for one like this in the player's initialization state:
;___________________________________________________________________ Palfx cannot apply to helpers so you can leave the clone the same color as the player but adjust the sprpriority in the statedef shortcut somewhat like this:
Or to apply a fake palfx that has the clone visually delayed by 1 tick:
;___________________________________________________________________ The clone cannot be hit by anything:
;___________________________________________________________________ This allows for the clone to combo:
There will result in a slight error from the helper missing an attack where the player made contact resulting in a completely different position for the clone. To fix this and use a changestate, you need to apply constant position adjustment:
Alternatively, you can use a destroyself using similar restrictions to the changestate and allow the respawning in the correct position to be handled by the helper, 500. I have found this fairly unreliable so far, but would be more efficient. ;___________________________________________________________________ Aerial states need to have their velocity adjusted. Otherwise they start with nothing and sink to the ground.
;___________________________________________________________________ When two states are followed by each other, the second state won't be entered by the clone. To avoid this, make the states wheel, if in state 200, then go to the exact same state 201 (only difference in 200 and 201 is stateno) given conditions to go into a state. ;___________________________________________________________________ States 0 and 11 need destroyselfs set. This post has been edited by Messatsu on Jul 3 2004, 11:14 PM -------------------- You might think that Elecbyte is dead, but this investigation has not been solved for years.
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Messatsu |
Posted: Jul 3 2004, 10:08 PM
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banneded Group: Members Posts: 310 Member No.: 4158 Joined: 10-October 03 |
Necessary properties of Vism that I won't cover in this tutorial:
-The player cannot block during this time period -Hit velocity doubles for fairness. -Normals chain MVC style. -Specials can limitlessly cancel into specials except into the same attack. -Charging attacks no longer need to be charged. -Projectile of the helper doesn't affect the spawning of the player's projectiles. For example, Shin Gouki in SFZ3U can throw four aerial hadokens on the screen. -More than half of a full power bar is necessary to initialize. -Power is drained every tick. -You cannot perform a super attack. -------------------- You might think that Elecbyte is dead, but this investigation has not been solved for years.
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Messatsu |
Posted: Jul 3 2004, 10:16 PM
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banneded Group: Members Posts: 310 Member No.: 4158 Joined: 10-October 03 |
Known issues:
-Y position is off at times. Mostly following a jumping attack. -The clone has a one tick lag if you want them colored correctly. -Sprpriority of the clone is shifty during hits or other situations. -------------------- You might think that Elecbyte is dead, but this investigation has not been solved for years.
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