YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

****
BC is Offline
Contact BC:

BC

Contributor

Messages by BC

    

Re: P1 Stun System for P2

 April 05, 2008, 12:27:38 am View in topic context
 Posted by BC  in P1 Stun System for P2 (Started by Young Shimaiuskoo Doh April 05, 2008, 12:21:17 am
 Board: M.U.G.E.N Development Help

lol cyanide got there first........and is ALOT better at coding than me lol
    

Re: P1 Stun System for P2

 April 05, 2008, 12:27:06 am View in topic context
 Posted by BC  in P1 Stun System for P2 (Started by Young Shimaiuskoo Doh April 05, 2008, 12:21:17 am
 Board: M.U.G.E.N Development Help

i coded a stun gun move for a friend once and i used a long pausetime for the opponent in the hit def section

pausetime = 1, 60

60 is optional, any higher its a longer stun and lower is shorter

but however after one hit the character is out of stun im not sure about stun for a certain amount of time and taking multiple hits, but i hope this sorta helps mayb someone can come up with a more detailed explination
    

Re: (hyper move) lightning to strike wherever opponent is?

 April 04, 2008, 09:18:31 pm View in topic context
 Posted by BC  in (hyper move) lightning to strike wherever opponent is? (Started by BC April 04, 2008, 08:25:40 pm
 Board: M.U.G.E.N Development Help

ok cool thanks :)
    

(hyper move) lightning to strike wherever opponent is?

 April 04, 2008, 08:25:40 pm View in topic context
 Posted by BC  in (hyper move) lightning to strike wherever opponent is? (Started by BC April 04, 2008, 08:25:40 pm
 Board: M.U.G.E.N Development Help

Im ok with coding the move and everything, just one small question.... i  most likely will use a helper for the lightning or mayb the lazy way by using explod with a blank animation and red colision box for the hit........but....... how would i make it so that wherever the opponent is it will strike?   the moves only meant to hit once, but ive gone with the whole lightning doesnt strike twice theory, thus the opponent on the move all the time.

hope this makes sense?
    

Re: offset problems with helper even after i set the value?

 April 03, 2008, 01:26:38 am View in topic context
 Posted by BC  in offset problems with helper even after i set the value? (Started by BC April 03, 2008, 01:12:29 am
 Board: M.U.G.E.N Development Help

problem solved ;D, i used the yellow ruler in fighter factory for the offset guide but it seemed to be insufficent, anyway i messed around with the Y value and it needed raising to a higher minus value :D
    

offset problems with helper even after i set the value?

 April 03, 2008, 01:12:29 am View in topic context
 Posted by BC  in offset problems with helper even after i set the value? (Started by BC April 03, 2008, 01:12:29 am
 Board: M.U.G.E.N Development Help

Hi people, i have a problem i have made my first helper character the idea was to make my character call him out and he appears(which works fine) however the helper character is supposed to fire a projectile which he does but it doesnt come out near his gun it just comes out low near the floor.
i checked the offset of the projectile but not sure if i have to make a state for the projectile itself, heres the code hopefully u guys will find the problem:

[StateDef 2323]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2323
poweradd = 50

[State 2323, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal
name = "monster"
ID = 654654
stateno =  654654
pos = 20,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermove = 99999
pausemove = 99999

[State 2323, end]
type=changestate
trigger1=!animtime
value=0
ctrl=1


[Statedef 654654]
type=A
physics=N
movetype=A
anim=654654
ctrl=0
velset=0,0
sprpriority=4
juggle=5

[State 654654, 1]
type = Projectile
trigger1 = AnimElem = 7
projanim = 2020
projhitanim = 5535
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 82,-26
velocity = 3
attr = S, SP
damage   = 65
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
accel = 0.7

[State 654654, end]
type = Destroyself
trigger1 = AnimTime = 0
ctrl = 1