top of page

- Character State Helper / Information Nodes -

   Welcome! In this section we will be talking shortly about Character State Helper and Information Nodes.
 

    State Helper Nodes are as the same suggest, help the functionality of State Modules is more friendly and easier for the developers. They do all sort of things from talking with Arbitrator to delay the workflow etc.

 

  State Information Nodes are there to only give information to the player, mostly have outputs to use and sometimes asking for an Owner Input which can be left alone and defaults to the Character Owner of the State Module.

C_SHI_S0.PNG

    We also assume that you previously checked the Tutorials regarding the State Module Basics and Creation.

  • State Helper Nodes are as the same suggest, help the functionality of State Modules is more friendly and easier for the developers. They do all sort of things from talking with Arbitrator to delay the workflow etc.

- STATE HELPERS -

  • "Change Character Status" allows the "Target" to get this Status to be changed. "New Value" is used to change the Status.
     

  • This is mostly used in Swap and Assist calls and let the Team System know which Fighter is an Assist, being Swapped, is the Main Controlled Character or purely Disabled.
     

  • "Continuous Increment Logic" is used if you want a workflow to trigger per frame. "After Count Entry" triggers per frame and "On Stop" triggers if a "Stop" is demanded. "Return Value" gives the current trigger count from start to finish.
     

  • "Delay In Frames" triggers "Finish" output after a certain "Amount" of frames has passed. "State Dependent" input toggles whether if this Node should internally stop itself or not if State Changes.

C_SHI_S1.PNG
  • "E-2D Attachment" allows the "Target" to get attachments to itself with the parameters given below.
     

  • Both "Target" and "Object to Attach" are Scene Components and mostly used to attach a Flipbook Component to another. This Helper is mostly used if you want to attach one Effect 2D to another.





     

  • "Interrupt Receive Hit System" stops the current Receive Hit System completely, allowing you to make recovers, push blocks and such.
     

  • It is strongly suggested to use this right after the Custom Event of States. "OmenDocs_Basic_SM" has an example of "Guard Push" as "State 710" where this Helper is used.

C_SHI_S1.PNG
  • "Intro / Outro Finished Call" let Arbitrator knows that Character finished its Intro / Outro State and that game can move on if other Characters are ready to do so as well.
     

  • They are mostly used together with State Change Addons which changes Characters to Idle State (State 0).
     

  • "KO Prep Ready ON" is used to state that the State currently the Character is in can be used as a Knock Out State. This is mostly used in "Laying Down" State that all Fighters have.
     

  • "Solid Ground Check" is used to check if Character is standing on a ground or not. Mostly used to make Characters gently fall if Characters are in a non-aerial state yet there is no ground beneath them.

C_SHI_S2.PNG
  • "Toggle Camera Focus" loggles whether the Camera should care about the position of the Character or not. Mostly used by Companions or in special states where Camera should not be moved by the specific "Target".
     

  • "Toggle Target Lockable" toggles whether other Characters in the game should care to turn around this Character assuming it is the closest one.

C_SHI_S2.PNG
  • State Information Nodes are there to only give information to the player, mostly have outputs to use and sometimes asking for an Owner Input which can be left alone and defaults to the Character Owner of the State Module.

- STATE INFORMATIONS -

  • Information Nodes to the right returns TRUE if a certain button is being pressed and FALSE if otherwise.
     

  • X / Y / Z is used for Punches and A / B / C is used for Kicks. S1 / S2 are extra "Special" buttons and T is for Taunt.
     

  • X Input Direction Value returns 0 if no horizontal input is being done, 1 if pressing right and -1 if pressing left.
     

  • Z Input Direction Value returns 0 if no  vertical input is being done, 1 if pressing up and -1 if pressing down.

C_SHI_S3.PNG
  • X Axis Direction Value returns 0 if Character is not moving horizontally, 1 if moving right and -1 if moving left.
     

  • Z Axis Direction Value returns 0 if no  vertical input is being done, 1 if pressing up and -1 if pressing down.
     

  • Vertical / Horizontal Movement Value gives the final total result of the current movement of the Character.
     

  • Hold Duration Nodes gives value of hold time of a direction in frame.

C_SHI_S4.PNG
  • State Tick returns the current time in frame spent in frames.
     

  • Default Laydown Time returns the default value while Laying Down State Tick returns the time spent in frames while laying down.
     

  • SG SM Touch Info gives information about which State Module and ID will trigger when Character lands on a Stage Ground.
     

  • Gravity TL Active returns if the Character is falling due to the gravity or not.

C_SHI_S5.PNG
  • Owner AI Mind returns the mind object of an AI, more on AI later on.
     

  • AI Level returns the value of difficulty.
     

  • Author Name returns the developer of the Character.
     

  • Command Data returns array of Input Data which fills up as moves are used, assuming they provide those information.
     

  • Current Team Mode Returns the mode that the Game is using right now. 0 is Single, 1 is Simul, 2 is Dynamic (Marvel vs Capcom) and 3 is Order (King of Fighters).

C_SHI_S5.PNG
  • These nodes give general information about the State the Character is / was in.
     

  • You can also get the Main State Module which is used for changing character to one of default States.
     

  • Getting Enabled Input values can be useful as well to use as Conditions.

C_SHI_S6.PNG
  • These Nodes return general variable information regarding the current state of the game.
     

  • More info will be given about "Round State" later.

C_SHI_S5.PNG
  • These Nodes give important information about Animation Data of a Character.
     

  • "Primary" means the first Character Flipbook that we all use. In time Characters will support up to 5 Flipbook Components at the same time. "Free" versions will eventually let you use the extra component data.
     

  • Animation Element gives information about the current Frame Group. Each Sprite defines a group of a Flipbook, starting from 0.

C_SHI_S6.PNG
  • These nodes provide general transform information of Character.
     

  • On Solid Object returns TRUE if the character is not falling and currently touching a Stage Object or Stage Ground.
     

  • Rotation Demand returns TRUE if Character is not looking at the closest enemy.
     

  • Movement Demand gives information about Player pressing movement input

C_SHI_S7.PNG
  • Core Relative Location is the distance between the Main Character Flipbook and Character Collision Box (Assuming you moved them from each other a bit).
     

  • Closest Respawn Location is used by the Main State Module in Game Modes that dictates Fighters can have more than one life.

C_SHI_S8.PNG
  • These nodes provide further general transform information of Character like above section. Most of them are used by me as the Framework Developer and in Main State Modules.
     

  • Body Distance nodes to the right can be used to determine how far a Character is to the edge of the screen.

C_SHI_S9.PNG
  • These nodes above provide important data about Attack System. They are mostly used in Main State Module for Receive Hit System States to work properly.
     

  • If your Fighter gets hit, you can also get all the information yourself if needed.

C_SHI_S10.PNG
  • These nodes above provide miscellaneous information about Team and Character. Most of them are used by Main State Module.

This node is in "OmenDocs_BscAttacks_SM" - State 700.

Creating a Force Feedback.

bottom of page