Whenever someone stands close to your character, he'll start mashing that light punch furiously, possibly even comboing it a few times. The p2statetype trigger simply restricts this move to whenever our opponent is standing (rather than jumping or crouching) since this is probably not a good move to anti-air with. Of course, you could subtract a couple if you're not confident your opponent's vulnerable hitboxes will always extend to their ont value. I looked at how far out the hitbox reaches (61 pixels) and added KFM's ont value (16) to get 77 total. So we have a p2bodydist trigger to tell our AI whether or not the opponent is close enough. Copy/Paste the changestate associated with KFM's light punch (state 200), change the AI level trigger as follows, and remove the "Command =" trigger. So we want to use this move when our opponent is standing fairly close to us. If we look at the animation for it, we can see two things: For this example, let's look at KFM's standing light punch.
#MUGEN AI TUTORIAL ELENA HOW TO#
Let's teach the AI how to use it effectively. Just about every character has got that one quick up-close move they should be using for close-quarters battle.
![mugen ai tutorial elena mugen ai tutorial elena](https://i.ytimg.com/vi/OocuZlFWSLo/maxresdefault.jpg)
If you have done this step correctly, your character will literally do nothing other than move when you go into watch mode. Create a new crouching state that does not cancel when we let go of the down button, etc. Optionally, we can also override the states for walking, crouching, running, and jumping for better AI control.
![mugen ai tutorial elena mugen ai tutorial elena](https://www.fightersgeneration.com/np8/sfxtk/sftk-s20.jpg)
To do this, we thumb through the CMD file and add this trigger on top of any SCTRL that uses a "Command =" trigger: The first thing you must do when implementing AI of your own is to disable Elecbyte's built in AI. The goal should NEVER be to play perfectly every time all the time, not only does that lead to some embarrassingly exploitable AI, but it's simply not fun to play against. The goal is not to build some unstoppable beast of an AI, just something more fun to play against. This tutorial will cover basic AI implementation and techniques, as well as show examples of the way I build AIs from the ground up. In mugen, we want to build AI into a character such that another player can be challenged by single player mode, rather than beating up some useless dummy. What is Artificial Intelligence? It's a common question, AI is any computer program that aims to mimic sentience by means of problem solving or interaction.
![mugen ai tutorial elena mugen ai tutorial elena](https://i.ytimg.com/vi/FkkytwmBt84/hqdefault.jpg)
RAW Paste Data aokmaniac13's Mugen AI TutorialĪ guide to simple AI building techniques.