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Projectile - helper collision leads to different result than in Mugen #2341

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Kiwi1444 opened this issue Feb 27, 2025 · 4 comments
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bug Something isn't working duplicate This issue or pull request already exists group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.)

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@Kiwi1444
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Kiwi1444 commented Feb 27, 2025

Describe the bug

Projectile - helper collision leads to different result in some situations.

To Reproduce

  1. Let's add the next code to the KFM -2 statedef:
[State 9900, Test Projectile]
type = Projectile
trigger1 = ceil(gametime%100)=1
attr = A, HP
givepower = 0, 0
getpower = 0, 0
ground.type = none
hitflag = MAFD
guardflag = MA
hitsound = -1
ground.slidetime = 10
ground.hittime  = 10
air.hittime = 10
ground.cornerpush.veloff = 0
velocity = 3
projanim = 1320; Animation must have red collision box!
projpriority = 99999999
projhits = 99999999
projremovetime = 180
supermovetime = 9999
pausemovetime = 9999
guard.dist = 0
ownpal = 1
ignorehitpause = 1 
  1. Download and install Omega god ryu by Gargoyle and Etalking

Master God Ryu.zip

  1. Run KFM vs Omega god ryu match and try to destroy one of KFM projectile with Ryu projectile (D,DF,F+p). In Mugen Ryu projectile will be destroyed, when in Ikemen go they will fly through each other.

Expected behavior

No response

Screenshots / Video

Mugen:

mugen.mp4

Ikemen Go:

Ikemen_GO.mp4

Engine Version (or source code date)

Nightly 2025-02-22

Operating system

Windows

Extra context or search terms

No response

@potsmugen
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Could be the ground.type = None. Can you provide that same KFM while you're at it?

@Kiwi1444
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Yeah, sure.

kfm720.zip

@potsmugen
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potsmugen commented Mar 1, 2025

It's indeed type None. Which makes this the same issue as #2262.

I'd consider this a very minor issue because a) it's not used very much and b) Ikemen's behavior is closer to Mugen's documentation than Mugen is.

ground.type = attack_type (string)
"None": for attacks that do nothing besides pause P1 and P2 for the duration in the pausetime parameter.

Update: Actually it doesn't pause the chars like the documentation says in either engine.

@Kiwi1444
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Kiwi1444 commented Mar 1, 2025

I'm using it as "projectile trap". It destroys projectiles and some helpers and ignores everything else.

@K4thos K4thos added bug Something isn't working duplicate This issue or pull request already exists group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.) labels Mar 4, 2025
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Labels
bug Something isn't working duplicate This issue or pull request already exists group: engine Problem related to engine logic (triggers, sctrls, bytecode, etc.)
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