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 Ricochet Shield Move For Captain America

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MDS_GEIST

MDS_GEIST


Posts : 391
Join date : 2012-06-25

Ricochet Shield Move For Captain America Empty
PostSubject: Ricochet Shield Move For Captain America   Ricochet Shield Move For Captain America EmptyNovember 25th 2015, 11:27 am

Ricochet Shield Move For Captain America Output13

This is an edited version of Buckus's Cap with new SFF and new ricochet move where projectiles bounce off Cap's shield. I made the move work fine but I have one problem. Everytime I perform the move the shield disapears then reappears when the move is over. Can anyone help me who knows knowledge on coding helpers, I've been looking online for months on how to fix but can seem to figure it out. Ireally want to release this as a Christmas Mugen present. =/

P.S. I hope i posted the .GIF right lol =P
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Werewood

Werewood


Posts : 5691
Join date : 2014-08-11

Ricochet Shield Move For Captain America Empty
PostSubject: Re: Ricochet Shield Move For Captain America   Ricochet Shield Move For Captain America EmptyNovember 25th 2015, 2:07 pm

Yo can you please post your Captain America edited the shield move animation (from .air file for example) and the shield move MUGEN code (from .cns file for example) here please? Question
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https://onedrive.live.com/?cid=7DB65F02B0BBD12E
MDS_GEIST

MDS_GEIST


Posts : 391
Join date : 2012-06-25

Ricochet Shield Move For Captain America Empty
PostSubject: Re: Ricochet Shield Move For Captain America   Ricochet Shield Move For Captain America EmptyNovember 25th 2015, 3:01 pm

The shield is bound to all other attacks cap has but when i perform this one it flys off screen and when move is done comes back

So the code is here:

;-----------------------------------------------
[Statedef 1030]
type    = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = 5

[State 0, ChangeAnim]<=======I TRIED PUTTING THIS THINKING IT WOULD WORK SOMEHOW IDK =(
type = ChangeAnim
triggerall = !time
trigger1 = Helper(10000),stateno!=10000
value = 130;ifelse(Helper(10000),stateno=10000 ,222 ,220)))
ignorehitpause = 1
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1030,(0+(random%4))
volume = 255
channel = -1



[State 1000, var initialize]
type = VarSet
var(4) = 1
trigger1 = time = 0

[State 1030, 1]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value = 1032

[State 1002, gethit colorize]
type = PalFX
add = 255,128,0
trigger1 = time = 0
trigger1 = var(4) > 1
time = 5

[State 1002, take damage]
type = LifeAdd
trigger1 = time = 0
var(4) > 1
value = -gethitvar(damage)
kill = 0



[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NP,SP,HP;,NT,ST,HT
stateno = 1031
slot = 5
ignorehitpause = 1

[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NA,SA,HA
stateno = 1033
slot = 6
ignorehitpause = 0



[State 1030, PalfX]
type = PalFX
trigger1 = time = 1
add = 100,100,100
mul = 256,256,256
time = 3
ignorehitpause = 1


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  time =95
value = 1031
;elem = 1
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1







;------------------------------------------
[StateDef 1031]
type = S
movetype = I
physics = S
anim = 1033
pos = 0,0
ctrl = 0
velset = 0,0
poweradd = 30

[State 1000, var increment]
type = VarAdd
var(4) = 1
trigger1 = 1


; [State 0, ChangeAnim]
; type = ChangeAnim
; triggerall = PrevStateNo != 9000
; trigger1 =  time = 0
; value = anim = 1033
; ;elem = 1
; ;ignorehitpause =
; ;persistent =


[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP;,NT,ST,HT
stateno = 1032
time = 10
slot = 2
ignorehitpause = 0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =  time = 20
value = 1031


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 25
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =


;-------------------------------
[StateDef 1032]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0


[State 1032, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,1



[State 0, Projectile]
type = Projectile
triggerall = PrevStateNo != 9000
trigger1 = time = 0
ProjID = 2030
projanim = 2030
projhitanim = 8022
projremanim = 8022
projcancelanim = 8022
projscale = .5,.5
projremove = 1
projremovetime = -1
velocity = 16,-2 + random/225
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,-80
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = MA         ;HLA
animtype = light          ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 2,Hit   ;Hit,Miss,Dodge
damage = 70,1
pausetime = 3,3
sparkno = 3
sparkxy = 30,0
hitsound = 0,0
guardsound = 0,0
ground.type = High      ;Low,Trip,None
ground.slidetime = 15
ground.hittime = 25
air.hittime = 20
ground.velocity = -3,0-2
air.velocity = -4,-3
fall = 1




[State 1030, VarSet]
type = ParentVarSet
trigger1 = movecontact
fv = 26
value = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 1031
ctrl = 0

;-------------------------------

[StateDef 1033]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
pos = 0,0
ctrl = 0
anim = 1003
poweradd = 20
sprpriority = 1


[State 1000, var increment]
type = VarAdd
var(4) = 1
trigger1 = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 13
anim = 30
sound = S10,0
pos = 0,0
movetime = 5
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =





[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1;ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 150
;p2stateno = 1042
fall = 1
guard.dist = 0




[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1
;ignorehitpause =
;persistent =



[State 1050, end]
type = ChangeState
triggerall = p2stateno != 1033
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------
;----------------------------------------------------------------------
[Statedef 1042]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1041

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 1
value = 5
;ignorehitpause =
;persistent =


[State 0, Turn]
type = Turn
trigger1 =!animelemtime(3) && enemynear,var(13)=-1
ignorehitpause =1

;-------------------------------------


and here is animation


Ricochet Shield Move For Captain America Help10

This is where the shield matches the animation

Ricochet Shield Move For Captain America Help310

second part of attack

Ricochet Shield Move For Captain America Help210

Ricochet Shield Move For Captain America Help410

Buckus codes shield attack like this

Ricochet Shield Move For Captain America Help510

sorry if its alot
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Werewood

Werewood


Posts : 5691
Join date : 2014-08-11

Ricochet Shield Move For Captain America Empty
PostSubject: Re: Ricochet Shield Move For Captain America   Ricochet Shield Move For Captain America EmptyDecember 4th 2015, 3:24 am

Hmmmmmm.....Buckus' MUGEN CNS seems fine to me....and I couldn't find the cap shield animation numbers (both 10032 and 10033) in your edited MUGEN CNS code posted............also some MUGEN state controllers need a "ignorehitpause = 1" if there is a move contact pause happening..............and, please double check any of the shield's animations have negative frame time (i.e. Time: -1) too...........
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https://onedrive.live.com/?cid=7DB65F02B0BBD12E
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Ricochet Shield Move For Captain America Empty
PostSubject: Re: Ricochet Shield Move For Captain America   Ricochet Shield Move For Captain America Empty

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Ricochet Shield Move For Captain America
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