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[State 130, 1] type = ChangeAnim trigger1 = Anim != 130 value = 130
[State 130, Hi to Lo] type = ChangeState trigger1 = command = "holddown" value = 131
[State 130, Stop Guarding] type = ChangeState trigger1 = command != "holdback" trigger2 = !inguarddist value = 140
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Animation problem June 15th 2015, 12:23 pm
>> 1. Effect should be in front of him, so not behind his cape (1st effect than player) [Statedef 7093] .... sprpriority=0 ;;;;;; <--make it to something higher like 10
and add a SprPriority state controller for more safety: [State 7093, SprPriority] type = SprPriority trigger1 = 1 value = 10 ignorehitpause = 1
>> 2. Effect should appear only once and not twice. for the "fx" Helper calling: [State 130, carga] type=helper triggerall = NumHelper(7093) = 0 ;;;;;; <-- add this NumHelper trigger for more safety trigger1=time = 0 helpertype=normal stateno=7093 ID=7093 name="fx" postype=p1 pos = 0,0 ownpal=1 persistent=0 supermovetime=9999 size.xscale = .7 size.yscale = .7
for the "fx" Helper DestroySelf state controller: [State 0, DestroySelf] type = DestroySelf trigger1 = time >=30 trigger2 = parent,movetype = H trigger3 = Parent, NumHelper(7093) > 1 ;;;;;; <-- add this NumHelper trigger for more safety ;ignorehitpause = ;persistent =
And, in your .air file, for the Action 7093 used by the "fx" Helper: [Begin Action 7093] 7093,0, 0,0, # 7093,1, 0,0, # 7093,2, 0,0, # 7093,3, 0,0, # ................... -1,0, 0,0, ## ;;;;;; <-- add this invisible frame at the end and give it some time ## which is just enough to last for the rest of guard/block stun
There are also some other ways for your #2. issue besides the above one, including:
[State 130, carga] type=helper triggerall = NumHelper(7093) = 0 trigger1=time = 0 helpertype=normal stateno=7093 ID=7093 name="fx" postype=p1 pos = 0,0 ownpal=1 persistent=0 ;;;;;; <-- make it to something higher like 6 or 12 supermovetime=9999 size.xscale = .7 size.yscale = .7
OR
[State 130, carga] type=helper triggerall = NumHelper(7093) = 0 trigger1=time = 0 ;;;;;; <--use some trigger like TimeMod = #,0 where # is longer than the 2nd second "fx" Helper Action 7093 animation time helpertype=normal stateno=7093 ID=7093 name="fx" postype=p1 pos = 0,0 ownpal=1 ;;;;persistent=0 supermovetime=9999 size.xscale = .7 size.yscale = .7
Some other ways, you can try to experiment yourself.
Blade
Posts : 512 Join date : 2012-11-07
Subject: Re: Animation problem June 15th 2015, 1:00 pm
thanks for your help, i fixed that 1st it still appears two times. but ok atleast we have fixed that 1st problem
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Animation problem June 15th 2015, 1:06 pm
Zox wrote:
thanks for your help, i fixed that 1st it still appears two times. but ok atleast we have fixed that 1st problem
The #2. issue is still there after you tried the ways I listed? I guess those ways should have fixed the #2. issue... It is because I came across with similar #2. issue before and those ways worked for me......at least the "invisible frame added to the end of an animation Action of the VFX to make it last longer" should have been working..........
Blade
Posts : 512 Join date : 2012-11-07
Subject: Re: Animation problem June 15th 2015, 1:24 pm
this effect is on block code, but i have also a start block code. so when i add it there its then very short but he preforms it only once like he should, but its short
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Animation problem June 15th 2015, 1:56 pm
Found out that the 2nd second "fx" Helper appearance happens during StateDef 140, which is weird because there is no "fx" Helper calling in StateDef 140 since you put it in StateDef 130 only.
As a result, in the "fx" Helper StateDef 7093, we have to destroy it and make PlaySnd not activate when P1 is in StateDef 140: