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 Helper infinitely walking

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Minun

Minun


Posts : 142
Join date : 2015-03-08

Helper infinitely walking Empty
PostSubject: Helper infinitely walking   Helper infinitely walking EmptyMarch 11th 2015, 6:40 pm

I know that once you control the helper to move, the helper will never stop, but how can I stop them after I stop pressing the arrow keys?
Here is the base Luma coding for references.
Code:
;---------------------------------------------------------------------------
; Luma stand
; CNS difficulty: basic
[Statedef 1]
type = S
ctrl = 0
anim = 1
velset = 0,0
sprpriority = 3


[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "x" && statetype = S
value = 2
ctrl = 0
;anim =
;ignorehitpause =
;persistent =






[State 0, BindToParent]
type = BindToParent
trigger1 = time = 90 && var(2) = 1
time = 1
;facing = 0
;pos = 0,0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = var(2) = 1 && time = 90
v = 2    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = var(2) = 1 && time = 90
;ignorehitpause =
;persistent =



[State 0, ChangeState]
type = ChangeState
trigger1 = command = "y" && statetype = S
value = 3
ctrl = 0
;anim =
;ignorehitpause =
persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "z" && statetype = S
value = 4
ctrl = 0
;anim =
;ignorehitpause =
persistent = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = command = "c" && statetype = S && var(2) = 0
value = 5
ctrl = 0
;anim =
;ignorehitpause =
persistent = 1

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
trigger2 = Time = 4
x = 0
[State 0, Turn]
type = Turn
trigger1 = command = "c" && statetype = S && var(2) = 1
;ignorehitpause =
;persistent =




[State 0, ChangeState]
type = ChangeState
trigger1 = command = "c" && statetype = S && var(2) = 0
value = 11111111111111111
ctrl = 0
;anim =
;ignorehitpause =
persistent = 0
[State 6010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6010
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Werewood

Werewood


Posts : 5691
Join date : 2014-08-11

Helper infinitely walking Empty
PostSubject: Re: Helper infinitely walking   Helper infinitely walking EmptyMarch 14th 2015, 6:18 am

PrincessOfTheGalaxy wrote:
I know that once you control the helper to move, the helper will never stop, but how can I stop them after I stop pressing the arrow keys?
Here is the base Luma coding for references.
Code:
;---------------------------------------------------------------------------
; Luma stand
; CNS difficulty: basic
[Statedef 1]
type = S
ctrl = 0
anim = 1
velset = 0,0
sprpriority = 3


[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "x" && statetype = S
value = 2
ctrl = 0
;anim =
;ignorehitpause =
;persistent =






[State 0, BindToParent]
type = BindToParent
trigger1 = time = 90 && var(2) = 1
time = 1
;facing = 0
;pos = 0,0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = var(2) = 1 && time = 90
v = 2    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = var(2) = 1 && time = 90
;ignorehitpause =
;persistent =



[State 0, ChangeState]
type = ChangeState
trigger1 = command = "y" && statetype = S
value = 3
ctrl = 0
;anim =
;ignorehitpause =
persistent = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = command = "z" && statetype = S
value = 4
ctrl = 0
;anim =
;ignorehitpause =
persistent = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = command = "c" && statetype = S && var(2) = 0
value = 5
ctrl = 0
;anim =
;ignorehitpause =
persistent = 1

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
trigger2 = Time = 4
x = 0
[State 0, Turn]
type = Turn
trigger1 = command = "c" && statetype = S && var(2) = 1
;ignorehitpause =
;persistent =




[State 0, ChangeState]
type = ChangeState
trigger1 = command = "c" && statetype = S && var(2) = 0
value = 11111111111111111
ctrl = 0
;anim =
;ignorehitpause =
persistent = 0
[State 6010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6010

Adding another VelSet under the first 1st two (2) VelSet's, for the times when not holding forward and backward?
Code:
[State 20, 3]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
x = 0

Or adding another Trigger trigger3 to this VelSet here:
Code:
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
trigger2 = Time = 4
trigger3 = command != "holdfwd"
trigger3 = command != "holdback"
x = 0

Yet, I think since this is your Luma stance state, it might be better if you use other ChangeState's for walking and put the walking MUGEN code to those other ChangeState's.......... Razz
Same idea as your ChangeState's:
Code:
type = ChangeState
trigger1 = command = "y" && statetype = S
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Helper infinitely walking
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