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Help with Lifebars (Read 52579 times)

Started by GaziraAgain, March 17, 2018, 11:31:44 am
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Help with Lifebars
#1  March 17, 2018, 11:31:44 am
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Hello to everyone. I´m near to finish Blazblue Central Fiction lifebars. For create it I use Add004 common1.cns and fightfx archives. Thanks to Shoyo Kakuge for create this ones. Well this is the first time that I work with cns and at start I have tons of problems to understand all the syntax that use but at the end I learn lots of things. But there are for problems that I can´t resove, I found info, change parts... but I can´t do. For this reason I ask you this problems all in the same post, I hope yoy can help me to find the solution, thanks in advance!



1- All the animations are mount in the fightfx archive but lifebars are in fight.sff archive (Single, Simul and Turns). If you see in the video, the animation of lifebars start a with a litte retard in round 2,3,4..., happens the same in simul and increase the time with turns lifebars. It´s possible that this animation starts always in the same point? The same that shows round 1 animation.

3- It´s possible include lifebar portrait in the common1 archive and I made it with it´s scale and position. But I have 2 problems with it. First it´s that player 2 portrait appears 1 pixel misaligned, I need to move 1 pixel to the left. And the othe it´s that for some reason don´t made the degrade that I give in the fight_air.txt archive, only waits the time that I write but then show it.
 
; as characters face / portrait ; ??????????
[begin action 909002]
-1,-1,0,0,20,, a
9000,10,0,-13,600,, AS0D256,.125,.125
Interpolate Blend
9000,10,0,-13,-1,, AS256D0,.125,.125

This is the part where you modify portrait face. What I need to change to show two portraits in the same position and that this portraits made the animation that I wanna do?

;;>>@Config.Face>>
;sys::-2::face_d ; portrait (Šç)
[state 0]
   type=explod
   trigger1=!ishelper && alive && !numexplod(490600) && selfanimexist(909002)
   trigger1=sysfvar(0)>id && playeridexist(floor(sysfvar(0)))
   trigger1=playerid(floor(sysfvar(0))),var(0)=90900 && playerid(floor(sysfvar(0))),numexplod(490600)
   trigger1=movetype!=h || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
   id=490600
   anim=909002
        space=screen
   postype=left
   facing=ifelse(teamside=1,1,-1)
   ownpal=1
        bindtime=-1
   removetime=-1
   scale=playerid(floor(sysfvar(0))),fvar(32-(id=playerid(floor(sysfvar(0))),var(15))*10), playerid(floor(sysfvar(0))),fvar(33-(id=playerid(floor(sysfvar(0))),var(15))*10)
   pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(30-(id=playerid(floor(sysfvar(0))),var(15))*10))), floor(const240p(playerid(floor(sysfvar(0))),fvar(31-(id=playerid(floor(sysfvar(0))),var(15))*10)))
   sprpriority=floor(playerid(floor(sysfvar(0))),fvar(36-(id=playerid(floor(sysfvar(0))),var(15))*10))
   trans=addalpha
   alpha=floor(playerid(floor(sysfvar(0))),fvar(34-(id=playerid(floor(sysfvar(0))),var(15))*10)), floor(playerid(floor(sysfvar(0))),fvar(35-(id=playerid(floor(sysfvar(0))),var(15))*10))
   ignorehitpause=1
   supermovetime=-1
   pausemovetime=-1
Last Edit: March 20, 2018, 10:25:34 pm by GaziraAgain
Re: Help with Lifebars
#2  March 20, 2018, 10:00:41 am
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Finally I can add all round sounds! With this I have the most important bug fixed. I have semi-solvet the problem of the barrier animation. I repeat the same group 50 times... jajaja, but if someone knows the way to do a simple loopstart please tell me. I´m waiting some help please.
Re: Help with Lifebars
#3  March 20, 2018, 10:18:48 am
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As far as I know that loopstart should work. which element does Action 41 animate?
Re: Help with Lifebars
#4  March 20, 2018, 12:27:30 pm
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As far as I know that loopstart should work. which element does Action 41 animate?

It´s the barrier animation. In action 40 there are p1 and p2 blue barrier bar with unlimited time. In the 41 it´s the yellow/green barrier bar that needs loopstart to do the animation. But not work... when ends with the blend waits again 428 ticks and repeat. It´s very strange...
Re: Help with Lifebars
#5  March 20, 2018, 01:42:06 pm
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Right, just throwing this out there:
Code:
[Begin Action 41]
-1,-1,0,0,428,, a
loopstart
3,2,-640,360,20,, AS0D256
Interpolate Blend
3,2,-640,360,10,, AS256D0
Interpolate Blend
3,2,-640,360,0,, AS0D256
try changing this to:
Code:
[Begin Action 41]
-1,-1,0,0,428,, a
loopstart
3,2,-640,360,20,, AS0D256
Interpolate Blend
3,2,-640,360,9,, AS256D0
Interpolate Blend
3,2,-640,360,1,, AS0D256
Re: Help with Lifebars
#6  March 20, 2018, 05:20:21 pm
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Thank you very much President Devon for your response but don´t work. I test it now and take the first wait line and then the barrier animation. If we don´t find any solution I repeat the code. Thanks again! See you.
Re: Help with Lifebars
#7  March 20, 2018, 09:44:15 pm
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Okay I did a bit of snooping around and I found this thread on MMV
http://mugenmultiverse.fanbb.net/t10745-the-loopstart-not-work
oldgamer said:
loopstart only work on mugen character only its wont loop on impack on stages or mugen screen pack its self

the loopstart code does work on more for character's stance animation and also Lifebars
but in this case as for the screen pack its goes NOT Sad

TO MAKE THIS WORK

you have to manually loop it your self

Which is odd because I know for a FACT loopstart works in system.def
Example:
Code:
;Logo - Pulse Effect
[Begin Action 2]
-1,0, 0,0, 120
loopstart
0,0, 0,0, 60, ,AS64D256, 1,1
interpolate blend
interpolate offset
interpolate scale
0,0, 0,0, 120, ,AS0D256, 1.25,1.25
Result:


So yeah, it might just not work in fight.def?
Re: Help with Lifebars
#8  March 20, 2018, 10:24:57 pm
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Other limitation of mugen that we don´t knew. Thank you very much again President Devon for your time and the explanation. Finally I repeat the same action during 99 seconds. I think it´s the only solution. Best regards.