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zabuzafreak

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Messages by zabuzafreak

    

Re: How do you code air dashes?

 September 07, 2007, 02:13:00 am View in topic context
 Posted by zabuzafreak  in How do you code air dashes? (Started by zabuzafreak September 06, 2007, 04:49:37 am
 Board: M.U.G.E.N Development Help

no, I only want one super pause, but I want there to be an initial hit, that if it connects, it goes into super.

Also, any help on how to use superpause... like what to fill in for the pos and stuff...
    

Re: How do you code air dashes?

 September 06, 2007, 12:26:02 pm View in topic context
 Posted by zabuzafreak  in How do you code air dashes? (Started by zabuzafreak September 06, 2007, 04:49:37 am
 Board: M.U.G.E.N Development Help

well thank you for your help, because I finally got it working. It did however take me 2 hours, after reading your reply, but at least I got it done.

I put the veladd command in the CNS, making the character, actually move through the air, while going through the animation. THanks Again  ;D

Now that I've got that out of the way, is there anyway to rename my topic, because now I have a more advanced problem.

I'm working on a Super for a private edit I'm doing. (same one I had trouble with the air dash on)

See I'm not good enough, to make a char from scratch, so I'm editing a char I downloaded, and trying to learn some things about code.

Well... first off my number one problem is, I've NEVER used the superpause before... so I don't even know what I'm supposed to put here.

Fighter factory brought up a lot of things, and the only ones I knew what to do with, were the Sound, Time, and Anim... everything else is really new to me. Also... I don't actually want the super to go off, unless a check hit lands... (kinda like SF3 Ryu's SRK super)

Basically... how do I do this? Because I was thinking about using a change state, like

Code:
[Statedef #]
type = S
physics = S
ctrl = 0
anim = #

[State #, Check Hit]
type = hitdef
(rest of normal hit stuff)

[State #, Check Hit2]
type = varset
triggerall = playerhitby (not sure if this is the right command)
trigger1 = var(#) != 1
value = #, 1 (not sure if thats how you use varsets)

Then add another state for the super, once the variable is set to 1

Code:
[Statedef #]
type = S
physics = S
ctrl = 0
anim = #

[State #, superpause & checkvar]
type = superpause
trigger1 = var(#) = 1
etc

[State #, hitdefs etc]

I know this stuff is really advanced, but I really want to learn it. I already know how to code hitdefs... I just want to become more aquainted with Supers, so that I can move on to bigger things... because if I code supers without superpauses, then my characters will be brokesauce... because they won't get their damage scaled...

Also, I'm not even sure if I'm headed in the right direction... I am just going with what looks like it might be right, using fighter factory... and my EXTREMELY limited knowledge of how variables work.
    

Re: How do you code air dashes?

 September 06, 2007, 09:57:05 am View in topic context
 Posted by zabuzafreak  in How do you code air dashes? (Started by zabuzafreak September 06, 2007, 04:49:37 am
 Board: M.U.G.E.N Development Help

Thanks for your help, and this is what I did in my CMD.

triggerall = command = "FF"
trigger1 = Statetype = A

but in the CNS I'm not sure what to do... do I just tell it to run the animation for a ground dash?

like
Code:
[Statedef #]
type = A
physics = A
anim = 100

[State #, #]
type = changestate
value = 0
ctrl = 1

I'm really sorry for asking such an easy question, its just I'm not really good with code... I'm still learning, I just find the docs really confusing and when I try to learn from existing characters, I find their code extremely hard to navigate...
    

How do you code air dashes?

 September 06, 2007, 04:49:37 am View in topic context
 Posted by zabuzafreak  in How do you code air dashes? (Started by zabuzafreak September 06, 2007, 04:49:37 am
 Board: M.U.G.E.N Development Help

Well I used the search button, but I didnt find anything relevant.

How do you code air dashes?

sorry if this is in the wrong section...
    

Re: TO ALL MUGEN N00bs

 April 21, 2006, 08:13:03 pm View in topic context
 Posted by zabuzafreak  in TO ALL MUGEN N00bs (Started by txrocker281 April 09, 2006, 12:35:00 am
 Board: Introductions and Guides

yay! I'm a noob who can't even understand the character creation walkthrough tutorial! BUT I CAN AT LEAST UNDERSTAND THOSE!!! lol, I already knew how to do all that stuff before.... THOSE were common sense.... sooo... am I a lesser noob??? (pretty plz! lmao)