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How to stop a character winpose from looping (Read 931 times)

Started by Good_Wall533, March 11, 2019, 01:19:10 pm
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How to stop a character winpose from looping
#1  March 11, 2019, 01:19:10 pm
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I managed to make a new basic winpose from a taunt for a character. It works fine in-game but it goes go through a single loop. Anyone knows how to fix this?
Re: How to stop a character winpose from looping
#2  March 11, 2019, 05:51:19 pm
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The last frame of the animation should have a time of -1.
vVv Ryuko718 Updated 10/31/22 vVv
Re: How to stop a character winpose from looping
#3  March 11, 2019, 06:07:39 pm
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I did that and it works but it does a single loop.
Re: How to stop a character winpose from looping
#4  March 11, 2019, 11:47:43 pm
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Isn't that what you want?
If you want it to loop, THEN stop after like 10 seconds, you'd use a changeanim. The changeanim would check what animation is playing, and what time >= to.
vVv Ryuko718 Updated 10/31/22 vVv
Re: How to stop a character winpose from looping
#5  March 12, 2019, 12:18:22 am
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No, not like that. What i mean by single loop is that the winpose animation plays twice in a row when it should only do it once. It plays the winpose normally then it plays the winpose again.
Re: How to stop a character winpose from looping
#6  March 12, 2019, 01:00:48 am
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Check the winpose states to see if there's coding that's interfering with the winpose. In all winposes, there should NOT be any Changestates at all. I think it's better if you post the win states here so we can see what went wrong.
Beware the Dark Wolf once more!
Re: How to stop a character winpose from looping
#7  March 12, 2019, 02:07:20 am
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Here it is, sorry if it's too long:

[StateDef 180]
;==========================================================================================================
;〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓〓
;■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Type        = S
;MoveType    =
Physics     = S
VelSet      = 0, 0
Ctrl        = 0
;PowerAdd    =
Sprpriority = -1
ontop = 1

[state 0,0]
type = varset
;triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) = 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 31
[state 0,0]
type = varset
;triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 32

[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) = 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 35
[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "TOKI-(NERICYA)"
trigger2 = enemy,name = "TOKI"
trigger3 = enemy,name = "TOKI_S"
v = 19
value = 36

[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) = 0
trigger1 = enemy,name = "KENSHIRO-SAIKEI"
trigger2 = enemy,name = "KENSHIRO"
v = 19
value = 33
[state 0,0]
type = varset
triggerall = matchover = 1
triggerall = time = 0
trigger1 = fvar(2) != 0
trigger1 = enemy,name = "KENSHIRO-SAIKEI"
trigger2 = enemy,name = "KENSHIRO"
v = 19
value = 34

[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 31
trigger1 = time = 0
value = 0, 105;きかぬ…
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 32
trigger1 = time = 0
value = 0, 105
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 35
trigger1 = time = 0
value = 0, 106;きかぬ…
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 36
trigger1 = time = 0
value = 0, 106
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 33
trigger1 = time = 0
value = 0, 104;終焉の日
channel = 0
volume=255
[State 210, 2]
type = PlaySnd
trigger1 = var(19) = 34
trigger1 = time = 0
value = 0, 104;終焉の日
channel = 0
volume=255

[State a]
Type     = ChangeState
trigger1 = Time = 0
value    = 181



;==========================================================================================================
;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 181, AssertSpecial]
type = AssertSpecial
trigger1 = time<400
flag = roundnotover

[State 185,win]
type = Helper
trigger1 = time = 100
id = 47185
name = "win"
pos = 0,0
postype = left
stateno = 47185
helpertype = normal
keyctrl = 0
ontop=1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .5
size.yscale = .5
ignorehitpause = 1 ;硬直無視
persistent = 0

[State 186,perfect]
type = Helper
trigger1 = time = 230;270
trigger1 = WinPerfect
id = 47186
name = "perfect"
pos = 0,0
postype = left
stateno = 47186
helpertype = normal
keyctrl = 0
ontop=1
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
size.xscale = .5
size.yscale = .5
ignorehitpause = 1 ;硬直無視
persistent = 0

[state a, 0]
type = playsnd
trigger1 = time = 230;270
trigger1 = WinPerfect
value = 2300,9

[State 181]
type = PlaySnd
trigger1 = time = 100
value = s8800,0
volume = 255
channel = -1

[State 181]
type = PlaySnd
trigger1 = time = 160
value = s8800,1
volume = 255
channel = -1