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skhsato123

skhsato123


Posts : 2935
Join date : 2013-04-04
Age : 38
Location : Egypt

help in coding urgent  Empty
PostSubject: help in coding urgent    help in coding urgent  EmptyOctober 2nd 2017, 11:15 am

Hello friends
those who know me well know that i am a spriter
but nowadays am taking very serious steps to code my chars

anyways i need help about this Helper Projectile attack
it is supposed that Deadshot summons Boomerang who throws projectiles at his opponent
it works fine when P1 is on the left of screen and boomerang comes just behind him to throw the projectiles
but when P1 is on the right boomerang comes on the very side of screen after opponent 2 , i need help from coders to fix this

this is the code
i set the posset at x=-110 to become just behind P1


;------------------------Bommerang Help-------------------
[Statedef 4699]
type = S
movetype= I
physics = N
velset = 0,0
juggle = 0
anim = 4699
ctrl = 0
sprpriority = 2
poweradd = 0

[State 0, Helper]
type = Helper
trigger1 = animelem= 3
helpertype = normal ;player
name = "Boomerang is here"
ID = 4699
stateno = 4700
pos = -110,0
postype = back ;p2,front,back,left,right
ownpal = 1
supermove =9999
pausemove =9999





[State 4699, Explod]
type = Explod
trigger1 = animelem= 2
anim = 3353
ID = 4699
pos = 0,0
postype = back ;p2,front,back,left,right
removetime = 85
supermove
pausemove
scale = 1.3,1.3
sprpriority = 0


[State 4699, PlaySnd]
type = PlaySnd
trigger1 =animelem= 2
value = S43,5
volume = 0


[State 4699, PlaySnd]
type = PlaySnd
trigger1 =animelem= 2
value = S43,7
volume = 0

[State 4699, PlaySnd]
type = PlaySnd
trigger1 =animelem= 1
value = S43,6
volume = 0




[State 0, SuperPause]
type = SuperPause
trigger1 = animelem= 1
time = 60
anim = s3092
pos= 0,-40
sound = S9999,5





[State 4699, ChangeState]
type = ChangeState
trigger1 = time= 60
value = 0
ctrl = 1
;-------------------------------------------
; Boomerang come in
[Statedef 4700]
type = A
physics = N
velset = 5,-3
juggle = 0
anim = 4700
sprpriority = 2
poweradd = 0





[State 0, Gravity]
type = Gravity
trigger1 = TIME>10

[State 0, ChangeState]
type = ChangeState
trigger1 = pos Y>0 && vel Y >0
value = 4701
;-------------------------------------------
; BOOMERANG STAND AND ATTACKS
[Statedef 4701]
type = S
movetype= A
physics = N
velset = 8,6
juggle = 0
anim = 4701
sprpriority = 2
poweradd = 0




[State 4701, PosSet]
type = PosSet
trigger1 = 1
y=5
x= -100



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 4701
value = 4702
elem = 1




[State 4702, 1]
type = Projectile
triggerall= anim=4702
trigger1 = AnimElem = 5
projanim = 4703
projhitanim = 3091
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 130,-90
velocity = 3
attr = S, SP
damage = 40
animtype = heavy
guardflag = H,M,A,L
hitflag = HMAFL
pausetime = 10,10
hitsound = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 4702, 1]
type = Projectile
triggerall= anim=4702
trigger1 = AnimElem = 10
projanim = 4703
projhitanim = 3091
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 130,-60
velocity = 3
attr = S, SP
damage = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0


[State 4702, 1]
type = Projectile
triggerall= anim=4702
trigger1 = AnimElem = 15
projanim = 4703
projhitanim = 3091
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 130,-90
velocity = 3
attr = S, SP
damage = 40
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
p2stateno = 7670

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 4704
;-------------------------------------------
; Boomerang Leaves
[Statedef 4704]
type = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 4704
sprpriority = 2
poweradd = 0

[State 4704, PlaySnd]
type = PlaySnd
trigger1 =time=0
value = S43,2
volume = 0


[State 4704, VelSet]
type = VelSet
trigger1 = animelem=2
x=-5

[State 4704, DestroySelf]
type = DestroySelf
trigger1 =time=50
;-------------------------------------------


help in coding urgent  2649099129 help in coding urgent  2649099129 help in coding urgent  2649099129 help in coding urgent  2649099129

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Mistah Jorge

Mistah Jorge


Posts : 2356
Join date : 2013-07-04
Age : 26
Location : Portugal

help in coding urgent  Empty
PostSubject: Re: help in coding urgent    help in coding urgent  EmptyOctober 2nd 2017, 11:45 am

can you make a gif or video so i can see what exactly happens?
describing the problem isn't enough to make ME understand
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skhsato123

skhsato123


Posts : 2935
Join date : 2013-04-04
Age : 38
Location : Egypt

help in coding urgent  Empty
PostSubject: Re: help in coding urgent    help in coding urgent  EmptyOctober 2nd 2017, 11:59 am

Mistah Jorge wrote:
can you make a gif or video so i can see what exactly happens?
describing the problem isn't enough to make ME understand

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Mistah Jorge

Mistah Jorge


Posts : 2356
Join date : 2013-07-04
Age : 26
Location : Portugal

help in coding urgent  Empty
PostSubject: Re: help in coding urgent    help in coding urgent  EmptyOctober 2nd 2017, 12:14 pm

try somthing like "parent, pos x - 'insert number here for distances' "

this should reposition your helper in relation of the parent (the helper's creator).

example:
(parent, pos x): this is the current position of the parent (in this case should be deadshot)
(parent, pos x) - 110: this should be 110 pixels behind deadshot
(parent, pos x) + 110: this should be 110 pixels ahead of deadshot

just play with the numbers and you should be just fine

Ps: The parentisis are just for organization, i don't think they're needed, more like a failsafe whatever (and i'm not sure of any of this, if this doens't work then i will give it a deeper check)
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skhsato123

skhsato123


Posts : 2935
Join date : 2013-04-04
Age : 38
Location : Egypt

help in coding urgent  Empty
PostSubject: Re: help in coding urgent    help in coding urgent  EmptyOctober 2nd 2017, 12:26 pm

it worked very good friend
well thank you so much
and anyways if you are interested to help coding any of my chars just tell me
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