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[SOLVED] VarSet issue and red clsn's hitting the floor (Read 596 times)

Started by Maistral, July 26, 2011, 10:47:16 am
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[SOLVED] VarSet issue and red clsn's hitting the floor
#1  July 26, 2011, 10:47:16 am
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made a new post since the problems in the last thread were solved already (as per the thread title)

anyway, these:


1) i have this certain varset issue.

Code:
;---------------------------------------------------------------------------
;Satetsu Kaihou Puppet Prepare
[Statedef 50000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 55000
sprpriority = 1

[State 2303, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 2020
time = 1

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,2
volume = 600

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,14
volume = 800

[State 50000, parentvarset]
type = parentvarset
trigger1 = animelem = 1
v = 31
value = 1

[State 0, VarRandom]
type = VarRandom
trigger1 = animelem = 1
v = 29
range = -80,-120
;ignorehitpause =
;persistent =

;Summon Spear
[State 8060, 2]
type = helper
trigger1 = animelem = 4
helpertype = normal
stateno = 55100
pos = -20,var(29)
postype = front
ontop = 1
ID = 1602

;Summon Hammer
[State 8060, 3]
type = helper
trigger1 = animelem = 4
helpertype = normal
stateno = 56100
pos = -300,var(29)
postype = front
ontop = 1
ID = 1603

[State 2030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50001
ctrl = 1

[State 2030, 4]
type = changestate
trigger1 = parent, command = "s"
trigger2 = parent, life = 0
value = 2099

;---------------------------------------------------------------------------
;Satetsu Kaihou Puppet Release
[Statedef 50001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0
anim = 55001
sprpriority = 1

[State 2030, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 2020
time = 1

;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;
[State 50001, VarSet]
type = VarSet
trigger1 = animelem = 1
v = 39    ;fv = 10
value = 1
;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;


[State 2030, parentvarset]
type = parentvarset
trigger1 = animtime = 0
v = 31
value = 0

[State 2030, parentvarset]
type = parentvarset
trigger1 = parent, command = "s"
v = 20
value = 5

[State 45000, parentvarset]
type = parentvarset
trigger1 = animtime = 0
v = 31
value = 0

[State 2030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2000
ctrl = 1

[State 2030, 4]
type = changestate
trigger1 = parent, command = "s"
trigger2 = parent, life = 0
value = 2099


;------------------------------------------------------------------------
;------------SATETSU STRUCTURES SPAWNED START HERE. PUPPET CODE ENDS HERE
;Spear Summon
[StateDef 55100]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 40006
poweradd = 0
sprpriority = 0

[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(59),var(58)
vel = 0,-5
postype = p1
ontop = 1

[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(57),var(56)
vel = 0,-5
postype = p1
ontop = 1

[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(55),var(54)
vel = 0,-5
postype = p1
ontop = 1

[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(53),var(52)
vel = 0,-5
postype = p1
ontop = 1

[State 8060, 2]
type = explod
trigger1 = time = 0
trigger2 = time + 1
helpertype = normal
anim = 7910
pos = var(51),var(50)
vel = 0,-5
postype = p1
ontop = 1

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 59
range = -70,70

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 58
range = 60,-130
;range = -120,-200

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 57
range = -70,70

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 56
range = 60,-130
;range = -120,-200

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 55
range = -70,70

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 54
range = 60,-130
;range = -120,-200

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 53
range = -70,70

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 52
range = 60,-130
;range = -120,-200

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 51
range = -60,60

[State 7010, varrandom]
type = varrandom
trigger1 = 1
v = 50
range = 60,-130
;range = -120,-200


;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;
[State 55100, 4]
type = ChangeState
trigger1 = var(39) = 1
value = 55200
;;;;;;;;;;;;;;;;;;;;THE PROBLEM;;;;;;;;;;;;;;;;


;Spear Ram
[StateDef 55200]
type = S
movetype= A
physics = S
juggle  = 3
velset = 0,0
ctrl = 0
anim = 50020
poweradd = 0
sprpriority = 0

[State 55200, VelSet]
type = VelSet
trigger1 = time > 0
x = -13

[State 55200, ChangeState]
type = ChangeState
trigger1 = time >= 10
value = 55300 ; to spear blast
ctrl = 0


the puppet would spawn an immobile striker-helper in the first stage.

if the puppet is finished preparing the attack (the puppet would then go to the second state), he will "release" the attack, setting var(39) to 1. then, the attack should start moving since the trigger for the spawned helper to start moving is if var(39) = 1.

the problem is, it won't. any ideas?




2) how do i say: "if the CLSN of this attack hits the floor" in a trigger?


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Last Edit: July 29, 2011, 01:39:15 pm by temaridaikamaitachi
Re: VarSet issue and red clsn's hitting the floor
#2  July 26, 2011, 05:15:18 pm
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nvm question 1, i apparently forgot about the redirection again, silly me  ;D

anyway, the second question, if anyone knows?


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#3  July 26, 2011, 05:38:40 pm
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There's no way to do that using CLSN collision. Technically, if you hit the floor, you missed and and that's all that counts for, nothing really. MoveHit, nor MoveContact would be able to detect that. I'm guessing you an animation that hits the floor? Such as punching the ground? If so, then just check if you did not make contact with your move on the AnimElem where your CLSN is hitting the ground. If that's not your case, then there's no generic way to detect if you CLSN is touching the ground. That's really up to position and knowing your own animations. As for detecting this for P2 as P1, I'm thinking it's impossible.

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VarSet issue and red clsn's hitting the floor
#4  July 27, 2011, 04:33:32 am
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so, i guess there is no other workaround this other than using explods w/ postype at front/back/left/right. i mean, i program the attack such that if it "hits" the ground (based on the animation) it would trigger the explods. O.o


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Last Edit: July 27, 2011, 05:49:47 am by temaridaikamaitachi
Re: VarSet issue and red clsn's hitting the floor
#5  July 27, 2011, 07:41:41 am
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That would be easier for you that detecting CLSN contact with the ground anyways. To do that just trigger the Explod(s) when your AnimElem is equal to one that is "hitting the ground."

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Re: VarSet issue and red clsn's hitting the floor
#6  July 27, 2011, 08:35:42 am
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Math. If you're making the thing bigger (based on your other topic you're using angledraw to increase it in size) simply use an fvar to establish that value to match your increasing sprite. When pos Y>= that value. changestate. Pretty simple really. Aside from the equation itself. But as you know your axis is 0, all you need to do probably is copy the angledraw equation to get something sensible.

And of course, clsn doesn't change in size when you use angledraw.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: VarSet issue and red clsn's hitting the floor
#7  July 27, 2011, 09:06:29 am
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err, nope sir. i didn't use angledraw this time - it's a different attack now, have this animation that is increasing in size (thus the areas with red clsns are getting bigger too).


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Last Edit: July 27, 2011, 09:11:29 am by temaridaikamaitachi
Re: VarSet issue and red clsn's hitting the floor
#8  July 27, 2011, 09:22:56 am
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Still math. Is it increasing by a certain amount? Something like

pos Y>= animelemtime(animelemno(0))*value of increase

For example.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: VarSet issue and red clsn's hitting the floor
#9  July 27, 2011, 10:47:59 am
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nope sir. it's increasing in an inconsistent amount. i'm no math buff :(


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#10  July 27, 2011, 03:18:45 pm
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Sadly, not many of us are :\

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Re: VarSet issue and red clsn's hitting the floor
#11  July 27, 2011, 04:59:12 pm
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^
^
^

QFT  :'(


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#12  July 28, 2011, 06:29:45 am
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Meh, be slack then.

animelemtime(2) = 0 && pos Y< -10
animelemtime(3) = 0 && pos Y< -20

and so on. Ugly, but it will work fine if you can't condense it with a consistent mathmatical equation.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: VarSet issue and red clsn's hitting the floor
#13  July 28, 2011, 10:57:06 am
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i do pick up the animelem part sir, but i don't seem to get the purpose of the pos tags O.o

i mean, the helper is immobile. it just expands there in the middle of the screen..


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#14  July 28, 2011, 03:08:17 pm
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You said you're not using AngleDraw? If the "expanding" is just happening as a result of sprites changing size in the animation itself, then just trigger when AnimElem is equal to the one that it "hitting the ground." This will work as long as the move never changes animations in the middle and that things are consistent. Also, if the move is ever done in the air, it will kind of defeat the purpose of this. In that case, you could also trigger when statetype != A && pos y = 0 or something like that.

-[Все слова это только слова.]-
Re: VarSet issue and red clsn's hitting the floor
#15  July 28, 2011, 04:18:44 pm
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uh, it's this. check the screenies.









there, so attack goes in all directions randomly, i wanted an effect that would detect if the clsn hits the floor, it would create random and massive explosions across it (the floor).

i just don't know what tag to use. i thought of

Code:
explod, blah blah
trigger1 = animelem = 3 ;anim element reaches the floor already
pos = x, y;have to randomize x, y = 0

and something like that. but i think it's too "technical" since i wanted to spawn the pyramid and the block at random heights (ex: varrandom, range = -80, -110) and with that, animelem = 3 trigger is ugly already..

i guess sir cyanide knows what effect i really want (i assume he watches naruto too, since i saw his mugen character creations and i saw sasuke and sakura in there XD)

that, and thanks guys.





and oh, a side question:
how do you say in a trigger: animtime = 0 (MINUS ONE TICK) ? or do i have to place the time manually (ie. time = some random crap number)


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#16  July 28, 2011, 05:46:00 pm
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Ok, well that would have avoided a lot of question had it been posted in the first place. Since you said this helper is stationary, I assume that the animation is expanding downwards, as are the CLSN. Pos Y isn't going to help you that case because Pos Y is never going to change if your helper is immobile.

Code:
trigger1 = AnimElem = 3
is too technical?

That's the simplest way to go about what you want to do. And given your code is set up the way I think it is, the only way. Also, If you're going to be spawning things at random locations, something like
Code:
random/500.0*100-50
would fit your needs better. Don't use Variables unless you absolutely need to. Cyanide has taught me that and it's an excellent rule to go by.

Quote
and oh, a side question:
how do you say in a trigger: animtime = 0 (MINUS ONE TICK) ? or do i have to place the time manually (ie. time = some random crap number)
"AnimTime = 0 - OneTick" would be AnimTime = -1. What are you trying to do? AnimTime returns negative values unless you mask it with abs().

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Re: VarSet issue and red clsn's hitting the floor
#17  July 28, 2011, 08:16:51 pm
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oops, wrong english.
too simple rather, that it's too limited. XD

yeah, guess animelem = 3 is the thing to go.. helper spawn postype is front anyway, so prolly i'll have consistent distances to work with.

i ended up with varset because they have to have the same y-position such that the two satetsu blocks would collide perfectly (and the shockwave effect would jive in perfectly too).

anyway, about the animtime, i wanted to trigger a varset one tick before the animelem ends. guess i'll try that tomorrow, it's 3AM here @_@

and thanks sir :D


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#18  July 28, 2011, 10:28:08 pm
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Yes, pos Y IS going to help. Your pos Y may not change but the clsn boxes position alters. If the clsn is 10 pixels away from your axis and the floor is 10 pixels or less away, pos Y> -10 will pick up on that. If the clsn is 50 pixels away from you and pos Y> -50 then the clsn is touching the floor. Your pos may not change, but you're not using it to check position like that, you're using it as a guide for the clsn boxes.

How else are you going to know how big they are? Magic?


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: VarSet issue and red clsn's hitting the floor
#19  July 28, 2011, 10:48:03 pm
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Sorry Cyanide, I didn't think that CLSN affected the value of pos y since position isn't changing. They should really specify that in the Documents under the "pos" trigger.

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Re: VarSet issue and red clsn's hitting the floor
#20  July 29, 2011, 12:31:25 am
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It doesn't. But the size of the clsn's touching the ground will be dependant on your pos Y.

If your pos Y is -160, and the clsn box is only 100 pixels below your axis on frame 2, then it won't trigger. If your pos is STILL -160 on frame 3, but the clsn box is 170 below you then it WILL trigger.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: VarSet issue and red clsn's hitting the floor
#21  July 29, 2011, 11:38:38 am
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.


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Last Edit: July 29, 2011, 12:03:57 pm by temaridaikamaitachi
Re: VarSet issue and red clsn's hitting the floor
#22  July 29, 2011, 11:45:11 am
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it does work, but i don't understand why. any simpler explanations? @_@

edit:
Code:
;Satetsu Kaihou explosions
[State 405, explod]
type = explod
trigger1 = animelemno(1) = 1 && pos y > -170
trigger2 = animelemno(2) = 1 && pos y > -170
trigger3 = animelemno(3) = 1 && pos y > -170
trigger4 = animelemno(4) = 1 && pos y > -170
trigger5 = animelemno(5) = 1 && pos y > -170
trigger6 = animelemno(6) = 1 && pos y > -170
trigger7 = animelemno(7) = 1 && pos y > -170
trigger8 = animelemno(8) = 1 && pos y > -170
trigger9 = animelemno(9) = 1 && pos y > -170
trigger10 = animelemno(10) = 1 && pos y > -170
trigger11 = animelemno(11) = 1 && pos y > -170
trigger12 = animelemno(12) = 1 && pos y > -170
trigger13 = animelemno(13) = 1 && pos y > -170
trigger14 = animelemno(14) = 1 && pos y > -170
trigger15 = animelemno(15) = 1 && pos y > -170
trigger16 = animelemno(16) = 1 && pos y > -170
trigger17 = animelemno(17) = 1 && pos y > -170
trigger18 = animelemno(18) = 1 && pos y > -170
anim = 7084
pos = 0,0
postype = p1
ontop = 1

that's the code i used. the problem is it ALWAYS works for an unknown reason (ie. the explosion appears even tho the floor isnt hit)

note: i spawn at -80 to -120 randomly








on a side note, this is overly annoying. i tried to make compromise using animelem = 3 (or animelem = 4, in this case).

Code:
[State 1601, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7084
pos = 0,0
postype = front
ontop = 1
removetime = -2
;ignorehitpause =
;persistent =


this explod is spawned by a helper, and for some reason it WON'T APPEAR AT ALL. i tried different postypes and apparently only P1 and P2 works..


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Last Edit: July 29, 2011, 12:33:28 pm by temaridaikamaitachi
Re: VarSet issue and red clsn's hitting the floor
#23  July 29, 2011, 12:36:14 pm
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...

pos Y is your basis for how big the CLSN BOX IS. You are at pos -120. Ok, fine. For the first lets say, 5 frames your clsn box expands by 20 pixels

trigger1 = animelemtime(1) = 0 && pos Y>= -20
trigger2 = animelemtime(2) = 0 && pos Y>= -40
trigger3 = animelemtime(3) = 0 && pos Y>= -60
trigger4 = animelemtime(4) = 0 && pos Y>= -80
trigger5 = animelemtime(5) = 0 && pos Y>= -100

Now, none of those will trigger because the clsn box which is expanding DOWN as well as UP is not that big (you know how big it is because you put it on the anim's manually) However on frame 6

trigger6 = animelemtime(6) = 0 && pos Y>= -120

your explod has reached 120 pixels down as well as up so it is now touching the floor, or below it. So it will now trigger.

This is, as i've said an EXAMPLE. You should make it work with what you have. If you want to know the values on the clsn, if you don't already, edit the animation in text. value 1 and value 3 of the clsn values are the X axis. Values 2 and 4 are Y. Negative is up, positive is down.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: VarSet issue and red clsn's hitting the floor
#24  July 29, 2011, 01:07:49 pm
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oh.. so the "general equation" would be:

triggern = animelemtime(n) = 0 && pos Y>= p

n = animation element number
p = lowest position of the hitbox (check in anim text editor)

 :???: still confusing, but i'll try XD


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#25  July 29, 2011, 01:20:03 pm
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bah, i can't do this. it's too complex -



 :'( oh well.

anyway, i did make compromise with it sir, and i have this brand-new problem (yes, brand new).

Code:
[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7084
pos = 0,0
postype = front
random = 0,0
removetime = -2
ontop = 1
;ignorehitpause =
;persistent =


the explod won't appear at all.
i tried using postype = p2 but it works.. this is supposed to be triggered from the helper.


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks

Re: VarSet issue and red clsn's hitting the floor
#26  July 29, 2011, 01:29:26 pm
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    • network.mugenguild.com/cyanide/
Postype = front? It's being spawned at the top of the screen. Not ground level.

And, fucking hell that's a lot of clsn's. I thought you'd have ONE. I would have used at most, 3. That many is insane.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: VarSet issue and red clsn's hitting the floor
#27  July 29, 2011, 01:37:37 pm
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  • Whatever.
oh. thanks, was able to spawn it.


and yeah, lol, it is a lot XD

my neighbour who also has an idea about mugen went  :o upon seeing it lolololol

i'll post again if something comes up  :sugoi:


thanks sir, more power ;D


MUGEN CHARACTERS
Sabaku no Temari [100%] = RELEASED!
Akasuna no Sasori [100%] = RELEASED!
Namikaze Minato [5%] = ON HOLD
Uzumaki Naruto [5%] = Coding basic attacks