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| Code problem | |
| | Author | Message |
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Yunnin
Posts : 1447 Join date : 2015-08-23 Age : 29 Location : Brazil
| Subject: Code problem January 16th 2016, 9:08 am | |
| What am I making wrong? It should make the animation 777 appears as a Helper, but ain't working... - Code:
-
[Statedef 776] type = A movetype = A physics = A velset = 0,0 ctrl = 0 anim = 776 juggle = 4 sprpriority = 2 poweradd = -1000
[State 0, ] type = SuperPause trigger1 = time = 2 time = 40 sound = S20,0 pos = 5,-70 darken = 1
[State 0, ] type = Helper trigger1 = time = 2 name = "Orb" ID = 8000 pos = 5,-70 postype = p1 stateno = 8000 supermovetime = 40 pausemovetime = 1 size.xscale = .35 size.yscale = .35 ownpal = 1
[State 0, ] type = Explod trigger1 = time = 2 anim = 10000 ID = 10000 pos = 0,0 postype = back bindtime = 999 removetime = 40 supermove = 40 pausemovetime = 40 sprpriority = -1 ownpal = 1
[State 0, ] type = Explod trigger1 = time = 2 anim = 10005 ID = 10005 pos = 0,0 postype = back bindtime = 999 removetime = 40 supermove = 40 pausemovetime = 40 sprpriority = -2 ownpal = 1
[State 0, ] type = AfterImage trigger1 = time = 2 trigger1 = palno != 10 time = 10 length = 32 framegap = 8 trans = add1 ignorehitpause = 0
[State 1000, 7];caindo devagar type=velset trigger1=time>5 && statetype=A y=.2 * (pos y<-10)
[State 0, Helper] type = Helper trigger1 = time = 30 helpertype = normal;player name = "swirl" ID = 777 pos = 0,0 postype = p1 ownpal = 1 stateno = 777 persistent = 0 size.xscale = .9 size.yscale = .9
[State 0, 1] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 0
[Statedef 777] type = A movetype = A physics = N velset = 0,0 anim = 777 ctrl = 0 juggle = 4 sprpriority = 3
[State 0, BindToRoot] type = BindToRoot trigger1 = 1 time = 10 pos = 0,30
[State 777, 2] type = HitDef trigger1 = time < 75 trigger1 = timemod = 7,0 attr = A, HP; animtype = back damage = 30,7 guardflag = MA pausetime = 0,3 sparkno = s8222 sparkxy = -55,-75 guard.sparkno = s8001 hitsound = s5,2 guardsound = 6,0 ground.type = low ground.slidetime = 12 ground.hittime = 30 ground.velocity = -2, 0 air.velocity = -2, 0 yaccel = 0.6 sprpriority = 3
[State 0, AngleDraw] type = AngleDraw trigger1 = time < 75 scale = 1,1 ignorehitpause = 1 persistent = 1
[State 0, AngleDraw] type = AngleDraw trigger1 = time >= 75 scale = 1+(-.005*time),1+(-.005*time) ignorehitpause = 1 persistent = 1
[State 0, DestroySelf] type = DestroySelf trigger1 = time = 124 ignorehitpause = 1
[State 0, DestroySelf] type = DestroySelf trigger1 = root,stateno != 776 ignorehitpause = 1
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| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Code problem January 16th 2016, 9:36 am | |
| - yunnin wrote:
- What am I making wrong?
It should make the animation 777 appears as a Helper, but ain't working...
- Code:
-
[Statedef 776] type = A movetype = A physics = A velset = 0,0 ctrl = 0 anim = 776 juggle = 4 sprpriority = 2 poweradd = -1000
[State 0, ] type = SuperPause trigger1 = time = 2 time = 40 sound = S20,0 pos = 5,-70 darken = 1
[State 0, ] type = Helper trigger1 = time = 2 name = "Orb" ID = 8000 pos = 5,-70 postype = p1 stateno = 8000 supermovetime = 40 pausemovetime = 1 size.xscale = .35 size.yscale = .35 ownpal = 1
[State 0, ] type = Explod trigger1 = time = 2 anim = 10000 ID = 10000 pos = 0,0 postype = back bindtime = 999 removetime = 40 supermove = 40 pausemovetime = 40 sprpriority = -1 ownpal = 1
[State 0, ] type = Explod trigger1 = time = 2 anim = 10005 ID = 10005 pos = 0,0 postype = back bindtime = 999 removetime = 40 supermove = 40 pausemovetime = 40 sprpriority = -2 ownpal = 1
[State 0, ] type = AfterImage trigger1 = time = 2 trigger1 = palno != 10 time = 10 length = 32 framegap = 8 trans = add1 ignorehitpause = 0
[State 1000, 7];caindo devagar type=velset trigger1=time>5 && statetype=A y=.2 * (pos y<-10)
[State 0, Helper] type = Helper trigger1 = time = 30 helpertype = normal;player name = "swirl" ID = 777 pos = 0,0 postype = p1 ownpal = 1 stateno = 777 persistent = 0 size.xscale = .9 size.yscale = .9
[State 0, 1] type = ChangeState trigger1 = animtime = 0 value = 50 ctrl = 0
[Statedef 777] type = A movetype = A physics = N velset = 0,0 anim = 777 ctrl = 0 juggle = 4 sprpriority = 3
[State 0, BindToRoot] type = BindToRoot trigger1 = 1 time = 10 pos = 0,30
[State 777, 2] type = HitDef trigger1 = time < 75 trigger1 = timemod = 7,0 attr = A, HP; animtype = back damage = 30,7 guardflag = MA pausetime = 0,3 sparkno = s8222 sparkxy = -55,-75 guard.sparkno = s8001 hitsound = s5,2 guardsound = 6,0 ground.type = low ground.slidetime = 12 ground.hittime = 30 ground.velocity = -2, 0 air.velocity = -2, 0 yaccel = 0.6 sprpriority = 3
[State 0, AngleDraw] type = AngleDraw trigger1 = time < 75 scale = 1,1 ignorehitpause = 1 persistent = 1
[State 0, AngleDraw] type = AngleDraw trigger1 = time >= 75 scale = 1+(-.005*time),1+(-.005*time) ignorehitpause = 1 persistent = 1
[State 0, DestroySelf] type = DestroySelf trigger1 = time = 124 ignorehitpause = 1
[State 0, DestroySelf] type = DestroySelf trigger1 = root,stateno != 776 ignorehitpause = 1
Not so sure but this is what I want you to make sure first: - make sure Animation Action 776 is a valid Anim and its total time is >= 30, since the "swirl" Helper is set to be created when Time = 30... - make sure Animation Action 777 is a valid Anim and its total time is >= 124, since the Helper using this Anim is set to be destroyed when Time = 124... * the point is, to make sure the Helper(777) needs to be created before its Parent/Root enters to StateDef 50 (same thing as checking if its Parent/Root is out of StateDef 776)...... And one (1) thing about SuperPause time and Pause time...... - I think it really doesn't hurt if you could just use the MUGEN maximum value 2147483647 for both "pausemovetime =" and "supermovetime =" for a Helper if you want the Helper to bypass normal/super pauses without a trouble.......
Last edited by borewood2013 on January 16th 2016, 11:24 am; edited 1 time in total | |
| | | Yunnin
Posts : 1447 Join date : 2015-08-23 Age : 29 Location : Brazil
| Subject: Re: Code problem January 16th 2016, 9:45 am | |
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| | | Yunnin
Posts : 1447 Join date : 2015-08-23 Age : 29 Location : Brazil
| Subject: Re: Code problem January 16th 2016, 10:11 am | |
| IT WORKED! THANKS | |
| | | btony89
Posts : 2134 Join date : 2015-06-04 Location : México
| | | | Doom
Posts : 10512 Join date : 2014-08-22
| Subject: Re: Code problem January 16th 2016, 11:39 am | |
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| | | Yunnin
Posts : 1447 Join date : 2015-08-23 Age : 29 Location : Brazil
| Subject: Re: Code problem January 16th 2016, 11:42 am | |
| Thanks! Now I'm just catchin' a way to finish a last hyper and then is done! | |
| | | Yunnin
Posts : 1447 Join date : 2015-08-23 Age : 29 Location : Brazil
| Subject: Re: Code problem January 16th 2016, 4:19 pm | |
| Some other questions:
1 - How can I start an hyper with the projectile (Helper) being created right in front of my char?
2 - How can I code an hyper like Z-Vitor's Spider Sense, with the enemy being slowed down when he attacks? | |
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