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Welcome!!! - Bienvenidos!!! - ( We hope you will get involved in the MMV Community which is dedicated to having fun with Mugen ) - Bienvenidos!!! - Welcome!!!
Subject: Re: counter strike mugen! gsg9 Soldier released Fri 19 Jun - 16:09
Cool released man, this char is perfect for a cop on resident evil 3
animaraz
Posts : 1805 Join date : 2012-05-20 Age : 48 Location : León, Gto.
Subject: Re: counter strike mugen! gsg9 Soldier released Fri 19 Jun - 16:59
Good relase men!! Thanks.
Tsuyoi
Posts : 847 Join date : 2013-07-09 Age : 29 Location : Brazil
Subject: Re: counter strike mugen! gsg9 Soldier released Fri 19 Jun - 18:57
Funny ideia for a character hahaha
I will try it later
counterforce
Posts : 6 Join date : 2014-06-26
Subject: Re: counter strike mugen! gsg9 Soldier released Fri 19 Jun - 23:44
cool
gui0007
Posts : 752 Join date : 2013-03-22 Age : 33 Location : Palhoça, Florianópolis
Subject: Re: counter strike mugen! gsg9 Soldier released Sat 20 Jun - 2:14
Wait, a char based in CS? That's really a great idea!
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: counter strike mugen! gsg9 Soldier released Sat 20 Jun - 12:06
Wholly Molly a policeman MUGEN character!!!!!!!!!!!!!!!!
You must be a CS gsg9 big fan right?
Sooooooooooo unexpected!
+ awesome sprites! + CS voices and sounds used? + all the gun moves are great! + the grenade moves are realistic! + I don't know but I like the POLICE shield very much!
Some minor issues: - in your CMD file, I see most of your normal moves have chain-combo-ability, but all special moves and hyper moves cannot be cancelled from normal moves, on purpose? - "DB,K >> gsg9 special move" in your readme........not working, I guess it should have been "DF,K >> gsg9 special move" right? - the 2nd second hit of "gsg9 special move" is not guard-able/block-able by P2, I think it is good to add the missing "guardflag = MA" to the HitDef - for the "my-ears-nearly-deaf" sound by the "flashbang grenade" move, I think it should stop when either P1 or P2 is not in the custom state 2518 any more. It can be done by disabling the PlaySnd in StateDef PlaySnd 2516, and then add some PlaySnd and StopSnd in StateDef -2 like this: In StateDef 2516:
Code:
[State 0, PlaySnd] type = null;PlaySnd ;;;;;;;;; disable it trigger1 = movehit trigger1 =time=7 trigger1 = random<300 value = S80,11 channel=4 volume=100
In StateDef -2:
Code:
[State -2, PlaySnd] type = PlaySnd trigger1 = StateNo = 2518 trigger1 = Time = 7 trigger1 = Random < 300 value = S80,11 channel = 13 volume = 100 ignorehitpause = 1
[State -2, PlaySnd] type = PlaySnd trigger1 = P2StateNo = 2518 || EnemyNear, StateNo = 2518 trigger1 = EnemyNear, Time = 7 trigger1 = Random < 300 value = S80,11 channel = 14 volume = 100 ignorehitpause = 1
Overall a very creative and interesting MUGEN character! Thank you very much!
erickablond
Posts : 395 Join date : 2014-05-09
Subject: Re: counter strike mugen! gsg9 Soldier released Sat 20 Jun - 12:08
More a great character, he has blows and creative, thank you for launch.
armin_iuf
Posts : 167 Join date : 2014-04-07
Subject: Re: counter strike mugen! gsg9 Soldier released Sat 20 Jun - 17:45
borewood2013 wrote:
Wholly Molly a policeman MUGEN character!!!!!!!!!!!!!!!!
You must be a CS gsg9 big fan right?
Sooooooooooo unexpected!
+ awesome sprites! + CS voices and sounds used? + all the gun moves are great! + the grenade moves are realistic! + I don't know but I like the POLICE shield very much!
Some minor issues: - in your CMD file, I see most of your normal moves have chain-combo-ability, but all special moves and hyper moves cannot be cancelled from normal moves, on purpose? - "DB,K >> gsg9 special move" in your readme........not working, I guess it should have been "DF,K >> gsg9 special move" right? - the 2nd second hit of "gsg9 special move" is not guard-able/block-able by P2, I think it is good to add the missing "guardflag = MA" to the HitDef - for the "my-ears-nearly-deaf" sound by the "flashbang grenade" move, I think it should stop when either P1 or P2 is not in the custom state 2518 any more. It can be done by disabling the PlaySnd in StateDef PlaySnd 2516, and then add some PlaySnd and StopSnd in StateDef -2 like this: In StateDef 2516:
Code:
[State 0, PlaySnd] type = null;PlaySnd ;;;;;;;;; disable it trigger1 = movehit trigger1 =time=7 trigger1 = random<300 value = S80,11 channel=4 volume=100
In StateDef -2:
Code:
[State -2, PlaySnd] type = PlaySnd trigger1 = StateNo = 2518 trigger1 = Time = 7 trigger1 = Random < 300 value = S80,11 channel = 13 volume = 100 ignorehitpause = 1
[State -2, PlaySnd] type = PlaySnd trigger1 = P2StateNo = 2518 || EnemyNear, StateNo = 2518 trigger1 = EnemyNear, Time = 7 trigger1 = Random < 300 value = S80,11 channel = 14 volume = 100 ignorehitpause = 1