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UMS
Site Admin


Joined: 27 Aug 2007
Posts: 1125


PostPosted: Sat May 24, 2008 10:56 am Reply with quoteBack to top

I need help in UMS 2.0 comments. I need a bunch of comments for making test and prepare the beta version. I have done a few but it would be great if I had more.

You can help with a few (or a throng) commentarys of your own. You only have to follow these indications (If you don't understand this commentary structure but you've a few good lines just sent me them too. I'll adapt them to the commentary system):

Comment structure

[Initiate Move Text][Hit move Text][Miss move text][Hit location][Counter Attack Prob][Counter move 1][Counter move 2][Move Name][Hit Launched][Hit landed][Cut Prob][Injury Prob][KO Prob][Position End if Success][Position End if Failure]

where

Position End

1.) Both Standing
2.) Attacker Standing and Defender on Back
3.) Defender Standing and Attacker on Back
4.) Attacker in Full Mount
5.) Attacker in Open Guard
6.) Attacker in Closed Guard
7.) Attacker in Rear Mount
8.) Defender in Full Mount
9.) Defender in Open Guard
10.) Defender in Closed Guard
11.) Defender in Rear Mount
12.) Clinch
13.) Attacker in Side Mount
14.) Defender in Side Mount
15.) Attacker in Half Guard
16.) Defender in Half Guard


Hit location


1 Forehead
2 Left eye
3 Right eye
4 LEft cheek
5 Right cheek
6 Nose
7 Mouth
8 Chin
9 Upper body
10 Ribs
11 Abdomen
12 Back
13 Left arm
14 Right arm
15 Left thigh
16 Right thigh
17 Left Knee
18 Right knee
19 Left foot
20 Right foot

Counter Move

1- Punch
2- Kick
3- Clinch
4- Takedown
5- Sub from the top
6- Rear sub
7- Sub from the bottom
8- GnP
9- Standing submission
10 - Ground move

%a1 is active fighter full name
%a2 is active fighter nickname
%d1 is defensive fighter full name
%d2 is defensive fighter nickname

For example:

%a1 throws a jab,;and it catches %d1 on the forehead.;and it misses %d1 completely.;1;1;1;4;Punch;1;1;1;1;1

The needed comments are for punching, kicks, clinch punches, clinch knees, submissions, takedowns, clinch takedowns and ground and pound.

The more comments we get the more complete UMS 2 will be and the sooner it will be finished. You can post the comments here or pm with them.

Thanks.


Last edited by UMS on Sun Sep 21, 2008 12:59 pm; edited 6 times in total
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dlirag
Submission master


Joined: 21 Sep 2007
Posts: 80


PostPosted: Fri May 30, 2008 1:01 pm Reply with quoteBack to top

I'm wondering about high kicks: Some fighters would be likely to fall after missing a high kick to the head while others would stay standing. How is this handled since [Position End if Failure] is only one number?
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UMS
Site Admin


Joined: 27 Aug 2007
Posts: 1125


PostPosted: Fri May 30, 2008 1:55 pm Reply with quoteBack to top

dlirag wrote:
I'm wondering about high kicks: Some fighters would be likely to fall after missing a high kick to the head while others would stay standing. How is this handled since [Position End if Failure] is only one number?


I can add a method that override the final position and check for falling if a high kick is missed. That's a good idea.
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dlirag
Submission master


Joined: 21 Sep 2007
Posts: 80


PostPosted: Sat May 31, 2008 1:36 pm Reply with quoteBack to top

What is the scale for all the Probabilities and Hit launched/landed?

%a1 throws a looping punch;, grazing %d2 on the forehead.;that whizzes past %d1's head.;1;?;1;2;Punch;?;?;?;1;1
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UMS
Site Admin


Joined: 27 Aug 2007
Posts: 1125


PostPosted: Sat May 31, 2008 3:23 pm Reply with quoteBack to top

Probabilities are from -10 (very unlikely) to 10 (almost sure).
Hit launched and landed are how many hits the attack tries and how many of them land.

e.g:

Throws a barrage of punches (hit launched: 6, hit landed: 4). Just only for statistical purposes.
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dlirag
Submission master


Joined: 21 Sep 2007
Posts: 80


PostPosted: Sat Jun 07, 2008 2:17 pm Reply with quoteBack to top

Is it like this?
-10 Probability = slightly over 0%
0 Probability = 50%
10 Probability = slightly under 100%
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UMS
Site Admin


Joined: 27 Aug 2007
Posts: 1125


PostPosted: Sat Jun 07, 2008 6:01 pm Reply with quoteBack to top

dlirag wrote:
Is it like this?
-10 Probability = slightly over 0%
0 Probability = 50%
10 Probability = slightly under 100%


Yes. You have to keep in mind that fighter stats also takes part in the process but you got the point.
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dlirag
Submission master


Joined: 21 Sep 2007
Posts: 80


PostPosted: Mon Jul 07, 2008 4:37 am Reply with quoteBack to top

I'm undecided as to whether I should suggest the moves and probability values used in the Flash NHB simulator. Would those fit with the game mechanics you have in mind?
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UMS
Site Admin


Joined: 27 Aug 2007
Posts: 1125


PostPosted: Mon Jul 07, 2008 2:17 pm Reply with quoteBack to top

dlirag wrote:
I'm undecided as to whether I should suggest the moves and probability values used in the Flash NHB simulator. Would those fit with the game mechanics you have in mind?


I don't know how it works on NHB. I really need more help in the english text of the comments that in the numeric aspect of the moves. I don't want to do the comments like in NHB (they are too plain like "A throws a punch... It hits") nor use that sim mechanic in this aspect (since it would make me rewrite a lot of code).
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victorgillean
Guest






PostPosted: Sun Aug 24, 2008 8:39 am Reply with quoteBack to top

something that you could put in is more takedowns text.

in the UMS 1 the only takedowns text that I really saw was either hitting or missing a judo throw.

Something with some double legs, single legs, slams, etc. etc. would be appreciated.

and not sure if this would work or not, how about slams from top guard position/submission defense or something like that.

I have yet to see fighter A in Fighter B's guard Pick up Fighter B and powerbomb him into the mat.
UMS
Site Admin


Joined: 27 Aug 2007
Posts: 1125


PostPosted: Sun Aug 24, 2008 12:17 pm Reply with quoteBack to top

victorgillean wrote:
something that you could put in is more takedowns text.

in the UMS 1 the only takedowns text that I really saw was either hitting or missing a judo throw.

Something with some double legs, single legs, slams, etc. etc. would be appreciated.

and not sure if this would work or not, how about slams from top guard position/submission defense or something like that.

I have yet to see fighter A in Fighter B's guard Pick up Fighter B and powerbomb him into the mat.


If you take a look to the comment folder you can see the takedowns files. There are single legs, slams... But you can add new comments too.
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Munkie
Guest






PostPosted: Sat Sep 06, 2008 12:18 am Reply with quoteBack to top

This may be the wrong forum for this suggestion but would it be possible to slow down the sim. Like click for the next text or something of that nature?
SOHKMMASIM
Amateur fighter


Joined: 01 May 2008
Posts: 8


PostPosted: Thu Sep 11, 2008 3:57 pm Reply with quoteBack to top

Not sure if this well help anyone that is working on this but I have a list of moves i been working with to help. I just haven't gotten very far.

Arm twist
Armbar
Armlock
Crucifix
Double Armbar
Flying Armbar
Hammerlock
Key Lock
Keylock
Kimura
Omoplata
Reverse Armbar
Shoulder Lock
Standing Armlock
Straight Armbar
Wrist Lock
Anaconda Choke
Arm Triangle Choke
Brabo Choke
Bulldog Choke
Camel Clutch
Choke
Choke from Side Mount
D'Arce Choke
Ezekiel Choke
Flying Reverse Triangle Choke
Flying Triangle Choke
Forearm Choke
Front Choke
Front Strangle Choke
Gi Choke
Gogo Plata
Gogoplata
Guillotine Choke
Head and Arm Choke
Katagatame
Lapel Choke
Leg Choke
Mata Leao
Mounted Foot Choke
Neck Scissors
North South Choke
Rear Naked Choke
Reverse Choke
Reverse Triangle Choke
Scissors Choke
Side Choke
Triangle Choke
Body Crunch
Body Lock
Front Necklock
Full Nelson
Head Lock
Headlock
Neck Crank
Neck Lock
Shoulder Crank
Twister
Elbow
Elbow on the Ground
Elbow Strikes
Elbow to the Head
Elbows on the Ground
Elbows to the Head
Knee to the Head
Body Kick
Head Kick
Head Kicks
Head Stomping
High Kick
Kick
Kick to Groin
Kick to the Body
Kick to the Face
Kick to the Head
Kicking a Downed Opponent
Kicking on the Ground
Liver kick
Low Kick
Low Kicks
Soccer Kick
Soccer Kicks
Spinning Back Kick
Spinning Back Kick to the Ribs
Stomp
Stomps
Stomps and Soccer Kicks
Up Kick
Upkick
Flying Knee
Jumping Knee
Knee
Knee Strike
Knee Strikes
Knee to Groin
Knee to the Body
Knee to the Face
Knee to the Groin
Knee to the Head on the Ground
Knee to the Ribs
Kneeing to the Head on the Ground
Knees
Knees to the Body
Knees to the Head
Achilles Lock
Ankle Lock
Calf Slicer
Cobra Hold
Flying Scissor Heel Hook
Foot Lock
Half Boston Crab
Heel Hook
Heelhook
Heelhook/Kneebar
Hip Lock
Kneebar
Leg Armlock
Leg Kicks
Leg Kimura
Leg Lock
Leg Scissors
Leglock
Reverse Triangle
Rolling Kneebar
Toe Hold
Toehold
Backfist
Closed Fist Punches on the Ground
Jab
Liver Shot
Palm Strike
Palm Strikes
Punch
Punch to the Body
Punches
Punches from Mount
Punching With Closed Fist
Right Hook
Spinning Back Fist
Straight Right
Superman Punch
Uppercut

_________________
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will be switching to the UMS when it reopens.
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UMS
Site Admin


Joined: 27 Aug 2007
Posts: 1125


PostPosted: Sun Sep 28, 2008 11:08 pm Reply with quoteBack to top

Thanks, SOHKMMASIM.
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SOHKMMASIM
Amateur fighter


Joined: 01 May 2008
Posts: 8


PostPosted: Sun Sep 28, 2008 11:22 pm Reply with quoteBack to top

Np just wish i had more time to help more.

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will be switching to the UMS when it reopens.

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