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N_Shikamaru

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Messages by N_Shikamaru

    

How To Code An "Ougi"?

 February 10, 2008, 06:32:14 pm View in topic context
avatar  Posted by N_Shikamaru  in How To Code An "Ougi"? (Started by N_Shikamaru February 10, 2008, 06:32:14 pm
 Board: M.U.G.E.N Development Help

Hello guys....
well i want to code something like an ougi(naruto) but dont know how ???
i thuoght about this but didnt come to an solution >_>
so if someone can give some code examples and explain step by step how to do one than that would be really great:)
anyways thx to all who help
    

Re: Command Change In Command?

 February 06, 2008, 06:49:19 pm View in topic context
avatar  Posted by N_Shikamaru  in Command Change In Command? (Started by N_Shikamaru February 05, 2008, 08:34:59 pm
 Board: M.U.G.E.N Development Help

    

Re: Command Change In Command?

 February 06, 2008, 06:44:30 pm View in topic context
avatar  Posted by N_Shikamaru  in Command Change In Command? (Started by N_Shikamaru February 05, 2008, 08:34:59 pm
 Board: M.U.G.E.N Development Help

change the trigger to animelemtime(8)=0


wow that really worked thx :):) it was this code btw.:
[State 556]
type = ChangeState
trigger1= command = "a" && AnimElemTime(10) > 0
value = 556
ctrl = 1


ok but one problem left, the move normally takes 1000 energy but after i shoot 3 then normally it should end to shoot but it goes further on so without taking any energy, yeah if you think you need this:  triggerall = power >= 800 i have this but after the shoot with the a`s it does not take energy why?




edit: ah srry i solved this problem ok thx you all for helping me im really happy thx you all see you all around
    

Re: Command Change In Command?

 February 06, 2008, 06:12:33 pm View in topic context
avatar  Posted by N_Shikamaru  in Command Change In Command? (Started by N_Shikamaru February 05, 2008, 08:34:59 pm
 Board: M.U.G.E.N Development Help

you are using animtime wrong. i personally despise that trigger.


ups good that you saw it it was animelem not animtime i just played around with it so its animelem not time srry
maybe you know the solution of this?
    

Re: Command Change In Command?

 February 06, 2008, 05:46:25 pm View in topic context
avatar  Posted by N_Shikamaru  in Command Change In Command? (Started by N_Shikamaru February 05, 2008, 08:34:59 pm
 Board: M.U.G.E.N Development Help

You can make it like these

statedef xxxx

projectil

changestate  to state 0 (stand position)

and then make another changestate using as a trigger1= command = "a" && animelem >= 8
change to the same state or to another that is similar to these

what you ar making is that when you are on the state if you dont press a you will go to state o and if you press it  and the animelem is >= 8 you will change to the fireball state... you can use 2 statedef for the fierball to avoid cheapness

ok i added a(nother) changestate  with the trigger (command = "a" && animelem >= 8) to the ball state but it does not work....well i press qcfx2 a then press only a but nothing happens it does not work you know why? the changestates value is to the ball state ones but still doesnt work  :(
thats the changestate i added:

[State 556]    ;ball state
type = ChangeState
trigger1= command = "a" && Animelem >= 8
value = 556   ;to which this should be send, yes to the ball state   
ctrl = 1

-----
i also tried it with 2 states mean whole ball state 556 then the same codes jsut the state is 557 and then this changestate:
[State 556]    ;ball state
type = ChangeState
trigger1= command = "a" && Animelem >= 8
value = 557   ;to which this should be send, yes to the ball state   
ctrl = 1
    

Re: Command Change In Command?

 February 06, 2008, 03:20:45 pm View in topic context
avatar  Posted by N_Shikamaru  in Command Change In Command? (Started by N_Shikamaru February 05, 2008, 08:34:59 pm
 Board: M.U.G.E.N Development Help

you can add a changestate on the statedef that the trigger1 = command = "a" ... it would work better if you use && another condition like the animelem = anim before the char launches the fireball

im somehow a noob at this a newbie so dont know that much -.-
can you explain this to me? should i make 2 states ? but then dont make sense...or? well i somehow have to make it so that after the one activating it goes to another state maybe where he only have to press a ......
can you maybe give me the example how it should look like? or just explain it step by step how and what i have to do ^_^
    

Re: Command Change In Command?

 February 06, 2008, 02:18:09 pm View in topic context
avatar  Posted by N_Shikamaru  in Command Change In Command? (Started by N_Shikamaru February 05, 2008, 08:34:59 pm
 Board: M.U.G.E.N Development Help

You have a fireball state. It's activated by QCFx2 a, you want every fireball AFTER this to be usable by pressing a correct? If there's no special startup animation or whatever to the state you can use a simple changestate in the cmd to reactivate the move each time you press a provided you're already in said state

trigger1 = stateno = fireball state && time > previous fireball should have fired by now


yeah first srry that it was hard to read -.- my fault i will be concentrated in the future
ok back to the problem yes i want my ball is activated by QCFx2 but after this i want my char should fire it by only pressing a. so first time QCFx2 after this only a......i tried with the code but didnt come to anything -_- mabye you understood it wrong here is my cmd code:

[State -1l]
type = ChangeState
triggerall = command = "QCF_a"
triggerall = command != "holddown"
triggerall = power >= 800
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = stateno = 556
trigger2 = StateTime >= 30
value = 556

i have to implente the code you gave me somewhere but how?
    

Command Change In Command?

 February 05, 2008, 08:34:59 pm View in topic context
avatar  Posted by N_Shikamaru  in Command Change In Command? (Started by N_Shikamaru February 05, 2008, 08:34:59 pm
 Board: M.U.G.E.N Development Help

Hello i have a problem/question:
i have a move with "down forward down forward a" it shoots some energy balls
so i want:
first command "down forward down forward a" = energy ball          then i only have to press a not again down forward and so on
second command "a" = energy ball

so first time the frist command but then second time only a i heard about a changestate in the command but dont know what to do
i hope somene can help me:)
    

Re: Angledraw Problem

 February 05, 2008, 07:59:22 pm View in topic context
avatar  Posted by N_Shikamaru  in Angledraw Problem (Started by N_Shikamaru January 28, 2008, 06:40:28 pm
 Board: M.U.G.E.N Development Help

Yeah, when you use AngleDraw the flag A in the air file stops having effect.
You'll need a Trans sctrl in that same helper state.

[state 0, Trans]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256





ah thx it worked thank you for the help problem solved ;)
    

Re: Angledraw Problem

 February 05, 2008, 04:08:18 pm View in topic context
avatar  Posted by N_Shikamaru  in Angledraw Problem (Started by N_Shikamaru January 28, 2008, 06:40:28 pm
 Board: M.U.G.E.N Development Help

He just means you should make your animation have many frames, your lava ball one. and change the CLSn boxes on the frames according to the time the animation shrinks in game.
So that the boxes shrink becuase of the animation, as there is no other way to do it.


ok i did this it goes well but the only thing is left that my animation is not transparent anymore before the shrinking it was trans. but now its not and i checked the trans. its just like before an "A" in the anim section with fighter factory but i dont understand why it is not trans. anymore any help?
    

Re: Angledraw Problem

 January 31, 2008, 09:59:28 pm View in topic context
avatar  Posted by N_Shikamaru  in Angledraw Problem (Started by N_Shikamaru January 28, 2008, 06:40:28 pm
 Board: M.U.G.E.N Development Help

srry was a few days off so again
multiframe anim? ehm how i do this? pls can you explain or show an example?
    

Re: Angledraw Problem

 January 28, 2008, 08:00:45 pm View in topic context
avatar  Posted by N_Shikamaru  in Angledraw Problem (Started by N_Shikamaru January 28, 2008, 06:40:28 pm
 Board: M.U.G.E.N Development Help

wow yeah it really worked lol but
only one thing left the attack boxes are quite the same size if this is going to shrink the boxes are still "big" some code or something to change that? other than that yeah thx:)
    

Angledraw Problem

 January 28, 2008, 06:40:28 pm View in topic context
avatar  Posted by N_Shikamaru  in Angledraw Problem (Started by N_Shikamaru January 28, 2008, 06:40:28 pm
 Board: M.U.G.E.N Development Help

Hello guys i just had the idea of creating a vulcano effect so i mean i have my fire animation so yeah ii starts looks like lava that comes from the earth and i want that it should get smaller and smaller and then dissapear i just had the good idea (lol) to do this with angledraw so it will get smaller and dissapear but i dont know how, i experimented a bit but failed,
can anyone give me a code example? well my anim isn helper it that helps i hope someone will reply