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Collapse anim coding in Doom Time for Infinite's Dr. Doom (Read 2768 times)

Started by Baby Bonnie Hood, May 21, 2018, 09:05:17 am
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Collapse anim coding in Doom Time for Infinite's Dr. Doom
#1  May 21, 2018, 09:05:17 am
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This really should be in the release thread instead, but it's far too old to post in now so here will have to do.  Anyway, it bothered me a little that Doom Time causes a collapse anim in MvC3 but not in Infinite's conversion of him.  We've all already been over how Infinite's Doom is not accurate to MvC and has no intention to be, but can I at least be afforded this tiny bit of MvC3 source accuracy?

So here's the new coding.  Just replace all of statedef 3422 in customs.cns with this one and victims with anim 5950 should be properly collapsing after the big explosion.

Code:
[Statedef 3422]
type=S
movetype=H
physics=N
ctrl=0
velset=0,0
sprpriority=1

[State 0, nhb]
type=nothitby
trigger1= 1
time=1
value=SCA
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = Anim = 3422
trigger1= animelem=7
statetype = L

[State 0, anim]
type=changeanim2
trigger1= !time
value=3422

[State 3013, ChangeAnim2]
type = ChangeAnim
triggerall = SelfAnimExist(5950)
trigger1 = Time = 10
value = 5950

[State 0, dust]
type=gamemakeanim
triggerall = Anim = 3422
trigger1= animelem=7
value=60
pos=0,0
under=sysvar(1)<=14
[State 0, snd]
type=playsnd
triggerall = Anim = 3422
trigger1= animelem=7
value=f7,0

[State 0, end]
type=selfstate
trigger1= time>=110
value=ifelse(alive,5120,5150)