I have 7 moves I made that use a Basic Move filter that I only want to work when they are in the fall down from air juggle animation.

Now out of all the 7 moves one of them won't work but if I change it around or add another filter to the move it begins to work then breaks another.

Has anyone else encountered this issue with basic move filters if you haven't try out what I did and see if it happens to you.

Awesome this works perfect now I can check this off my last of to code.

Much Thanks to you King for sharing your second meter code and much thanks to you MrPonton for solving the full meter gain on rounds.

That's where I was putting my above line code is when the intro's play but gives the Object reference error when a fight starts.

I got it working for training mode I need this working in all other modes too.

That's only for training mode I need this to be full at the start of Versus and Story mode.

Got the second meter working!

Now I just got to figure where I should put this global variable I made to fill the bar at the start of a round.

opControlsScript.AddGauge2(UFE.config.roundOptions.helperGauge);

I tried pasting it at line 565 in ControlScripts.cs under UFE.CastNewRound(); but it gives me a Object reference not set to an instance of an object error at runtime and only player 1's bar is filled.

Anyone have an idea of how to get this working?

Ooh ok well in order to get it to work I had to add it to the editor to have the bars to fill otherwise they would stay at 0 in training mode.

Now I just got to figure out where to add in a line of code for a global variable I made to fill the bar when a round starts.

opControlsScript.AddGauge2(UFE.config.roundOptions.helperGauge);

I tried pasting it at line 565 in ControlScripts.cs under UFE.CastNewRound(); but it gives me a Object reference not set to an instance of an object error at runtime and only player 1's bar is filled.

It's mostly working but the training mode filling isn't working I set 50 in the code and start the game without second meter.

What I'm needing is the meter to be at 50% in each game mode at the start of each round. This way when the character does the move I want them to do I can take 25% away then once I use it all they won't gain anymore of this.

I got it working you forgot to add in some lines in the MovesetScript.cs for gauge2Required just look for

if (!hasEnoughGauge(move.gaugeRequired)) return false;

then under this paste

if (!hasEnoughGauge2(move.gauge2Required)) return false;

Then Search for

if (!hasEnoughGauge(move.gaugeRequired)) return null;

then paste under

if (!hasEnoughGauge2(move.gauge2Required)) return null;

I pasted it below this

private void RefillGauge(){
        AddGauge(myInfo.maxGaugePoints);
    }

Also look for

RemoveGauge(move.gaugeUsage);

then paste below it

RemoveGauge2(move.gauge2Usage);

This is will let the Gauge be removed but the limit doesn't work yet.

Well it fills now with the on hit and on block but it doesn't remove any or set a limit still.

Also I had to add

private void RefillGauge2()
    {
        AddGauge(myInfo.maxGauge2Points);
    }

Was getting a compiler error without.

and your Globalinfo.cs not sure if you meant to have inhibitCounterGaugeGain = true cause I was getting another compiler error and add to add

 public bool inhibitGauge2Gain = true;

Almost working just need to fix the remove part maybe.

The game runs but the bar just doesn't work at all. I have added an image to GUI to make sure it fills but I don't see it on screen. When I go to use add from hit or block nothing displays from the new bar in the GUI and when I set a limit the move ignores the limit.

Within my first reply I mention I added those lines of code myself this fixed the compiler error but the gauge doesn't fill and the required gauge doesn't limit a move.

Well we are not really using the special gauge for this since we have to use that for our super moves and/or ex moves.

Helper moves have to be independent on it's on variable so it's not changing the gameplay style of the original game.

If you haven't checked out the original game it was made with FM2nd can find it at terrordrome-thegame.com.

This is what I have on line 822 hasGauge2 is not being found within the gameGUI is what the compiler is saying.


        if (!UFE.config.gameGUI.hasGauge2) return true;

Getting a compiler error off of the line that is added in MoveSetScript.cs

Assets/UFE/Scripts/MoveSetScript.cs(822,33): error CS1061: Type `GameGUI' does not contain a definition for `hasGauge2' and no extension method `hasGauge2' of type `GameGUI' could be found (are you missing a using directive or an assembly reference?)

I rechecked to make sure I wasn't missing anything I tired adding to GlobalInfo.cs

public bool hasGauge2 = true;

under

public bool hasGauge = true;

this makes the error go away but the gauge won't fill or make moves have a limit.

Awesome thanks alot!!

This will enabled me to check this off the to do list smile

I have the source version if your willing to share the coding.

In my project we have a move called a helper these moves enabled a free hit to enable long combos or to change the balance of the fight.

I was looking in to how the engine uses gauge requirement percentage to disable a move from working but haven't found the code for this within the scripting.

Main things I wanna figure out how to do is:


  • Set a float within the move editor window so I can set the usage of the move lets say 2.

  • Then if this move is depleted to have it default to another move if this move uses the heavy attack button I can tell the engine to use heavy attack if the input is used.

  • Then just something simple to add to the GUI to show how many uses you have left in the previous game we had images showing this.


Hope this isn't too much to ask for if someone is willing to help out. With this we can start making a small demo for the game.

EDIT
This was solved for me you can find the solution at this post: http://www.ufe3d.com/forum/viewtopic.php?id=1112

Nice this works perfect thanks for the help!!!

To mods if possible could we add this to the Tips & Articles forums I believe this would be nice to have their since it kind of is a tutorial.

Been trying to figure this out for a few hours now and found where First Hit is called on screen. From what I'm seeing within the scripting it looks like gaining meter is only set within the current move used.

Would it be possible to set up say a Global Option for gaining meter when this is trigger. This is something we would like to include in our project.

Is there anyway to do this without using an Opponent Override. What I'm wanting to is set up a hit reaction that when they land they are in stun for 0.4 secs.

This would enable combos to continue on the ground and also look smoother.

would you mind helping me do this?

Hmm guess these forums are not much for support.

So I'm very close to getting this figured out I have created a new basic move inside the editor called "Restand from Juggle".

Then set up a new recovery type called Restand Juggle. This is a lot different than what is posted in the Tips & Articles forum.

What I'm trying to do is set this up so when the opponent hits the ground with this recovery set up in a override it will play the animation with at least 0.4 stun time.

I tried to figure out how the Don't Recover was set up in the Controls Script under public void ApplyStun but it's kind of Greek lol.

If I can get this set up then I can move forward with what else my project will be needing.