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Messages by AlumDixon

    

Re: Helper not appearing at right time (fatality)

 September 27, 2009, 03:04:26 am View in topic context
 Posted by AlumDixon  in Cmd Triggering (fatality) (Started by AlumDixon September 26, 2009, 09:28:51 pm
 Board: M.U.G.E.N Development Help

hmm... but i dont have a fatality set up yet. im just trying to get the finish him thing to come up.
    

Re: Helper not appearing at right time (fatality)

 September 27, 2009, 02:45:28 am View in topic context
 Posted by AlumDixon  in Cmd Triggering (fatality) (Started by AlumDixon September 26, 2009, 09:28:51 pm
 Board: M.U.G.E.N Development Help

the thing where it says
p2stateno = 003, what is that? is it the fatality state? where they get dizzy?
    

Re: Helper not appearing at right time (fatality)

 September 27, 2009, 02:03:05 am View in topic context
 Posted by AlumDixon  in Cmd Triggering (fatality) (Started by AlumDixon September 26, 2009, 09:28:51 pm
 Board: M.U.G.E.N Development Help

On the second screen shot i put it so he doesnt get killed. but it does not come out. usually should come out right when he has 1 hp.
    

Re: Fatality Tutorial

 September 27, 2009, 01:58:54 am View in topic context
 Posted by AlumDixon  in Fatality Tutorial (Started by Equinocio August 01, 2007, 04:47:27 pm
 Board: Tips, Tricks, Tutorials

wheres the first part of it?
    

Re: Helper not appearing at right time (fatality)

 September 27, 2009, 01:09:38 am View in topic context
 Posted by AlumDixon  in Cmd Triggering (fatality) (Started by AlumDixon September 26, 2009, 09:28:51 pm
 Board: M.U.G.E.N Development Help

hmm.. well i have it on 1 move, but still doesnt do nothing.

this is just at 1 hp




I use this move to try to get him to get to that state.'
this move he doesnt die.



And thats when the helper comes out.
while p2 is dieing
    

Cmd Triggering (fatality)

 September 26, 2009, 09:28:51 pm View in topic context
 Posted by AlumDixon  in Cmd Triggering (fatality) (Started by AlumDixon September 26, 2009, 09:28:51 pm
 Board: M.U.G.E.N Development Help

OK BIG BIG UPDATE!!! ima post some pics ina sec

--Update again.
Ok ok.. now its my cmd
When its round 2 and p1 has 1 life, i press my key or whatever and then it does this!


But problem is has to win a round
when using the bolded code it doesnt work. Its suppose to be you need to win a round in order to perform this state.
ALSO i need to use my command "x" for it to work for some reason. unless my triggers are bad.
[State -1, Fatality Start]
type = Changestate
triggerall = P2Life <= 1
trigger1 = Ctrl ;It must have the control.
trigger1 = command = "x"
;trigger1 = P2Life <= 1 ;Life of P2 must be equal the 1.
;trigger1 = NumHelper(9010) = 0 ;It cannot have another Helper as this in the screen.
;trigger1 = P2StateNo != 003 ;Opponent cannot be in Custom State.
trigger1 = RoundNo != 1 ;Round cannot be the first one.
trigger1 = var(58) >= 1 ;You must be to win one round before.
;trigger1 = statetype != A ;P1 cannot be in air.
;trigger1 = p2statetype != A ;P2 also not.
value = 9000

Could someone suggest what to change this to?

edit: heres my state -2s, i think these are a problem.

[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 0 ;Helper
v = 58
value = 1



[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(9010) = 1
trigger1 = p2life != 0
v = 58
value = 0



[State -2, 3]
type = AttackMulSet
triggerall = !Var(58) && p2Life <= 1
trigger1 = RoundNo != 1 && Win = 1
trigger2 = P2StateNo = 003
value = 9999


[state -2, 4]
type = AssertSpecial
trigger1 = NumHelper(9010)=1
flag = nomusic
flag2 = nobardisplay
    

Re: Elecbyte is back? New version of M.U.G.E.N. released...

 September 26, 2009, 08:30:57 pm View in topic context
 Posted by AlumDixon  in New version of M.U.G.E.N. released... LATEST RELEASE 1.1 official release 8/6/13 (Started by Garuda September 22, 2009, 09:16:00 am
 Board: Your Releases, Mugen 1.0 +

its a great mugen. but i got alot characters and would maybe need a new screen pack and stuff to fit that mugen, but idk.
    

Re: Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1

 September 17, 2009, 11:12:53 pm View in topic context
 Posted by AlumDixon  in Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1 (Started by Juano16 September 06, 2009, 01:53:34 am
 Board: Your Releases, older Mugen

oh thanks  ;D I found the codes. Nice work =]
    

Re: Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1

 September 17, 2009, 09:22:16 pm View in topic context
 Posted by AlumDixon  in Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1 (Started by Juano16 September 06, 2009, 01:53:34 am
 Board: Your Releases, older Mugen

Just a new question poped out of my head when i was putting finishing music for the stages, how could i add the finish him/her music to other stages. i know i gotta put it in my common snd thingy, just really confused how u made it go on the stage :p with using the helper.cns

to add new custom stages you need to edit the stageID system in my chars and edit the state of the helper with the playsnds for the win and finish him musics for the stages,

Otherwise you might want to make a normal stage is recognized by my chars as kompatible stages, example, made any stage has the finish him music from the kombat tomb
So you need to enter in the DEF file of kombat tomb and see the zoffset the stage and the Z pos to p1 and p2
if you understand that I speak then try, but remember make backup

where would i find your stageID system code? i looked in quite some files but couldn't seem to find it. where is the stageID located?
    

Re: Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1

 September 17, 2009, 04:29:34 am View in topic context
 Posted by AlumDixon  in Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1 (Started by Juano16 September 06, 2009, 01:53:34 am
 Board: Your Releases, older Mugen

Just a new question poped out of my head when i was putting finishing music for the stages, how could i add the finish him/her music to other stages. i know i gotta put it in my common snd thingy, just really confused how u made it go on the stage :p with using the helper.cns
    

Re: Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1

 September 12, 2009, 06:48:40 pm View in topic context
 Posted by AlumDixon  in Soul Ninja Mk2 v1.9 & Female Ninja UMk3 v1.4 & Cyborg Ninja UMk3 v1.1 (Started by Juano16 September 06, 2009, 01:53:34 am
 Board: Your Releases, older Mugen

since u got 7 chars in soul ninja, how do u pick rain?
    

Re: Kung Lao

 April 28, 2009, 09:48:18 pm View in topic context
 Posted by AlumDixon  in Kung Lao (Started by AlumDixon April 11, 2009, 02:42:50 pm
 Board: Projects

    

Re: Kung Lao

 April 26, 2009, 07:53:19 am View in topic context
 Posted by AlumDixon  in Kung Lao (Started by AlumDixon April 11, 2009, 02:42:50 pm
 Board: Projects

yeah those chars only work for mkp

Just some new screen shots
Does anyone have a better super spark start thingy?
Super Hat Throw




    

Re: Kung Lao

 April 23, 2009, 10:30:31 am View in topic context
 Posted by AlumDixon  in Kung Lao (Started by AlumDixon April 11, 2009, 02:42:50 pm
 Board: Projects

this one could actually be well developed.
Where are the "others"?
    

Re: Soul Ninja Mk2 v1.6 & Female Ninja Umk3 v1.1

 April 14, 2009, 11:53:36 am View in topic context
 Posted by AlumDixon  in Soul Ninja Mk2 v1.6 & Female Ninja Umk3 v1.1 (Started by Juano16 April 13, 2009, 06:15:00 am
 Board: Your Releases, older Mugen

Yay update! I can never do the Stomach Shaker. :/
Always jump lol but great update.
    

Re: After Image on a Projectile?

 April 14, 2009, 11:37:54 am View in topic context
 Posted by AlumDixon  in After Image on a Projectile? (Started by AlumDixon April 12, 2009, 10:56:04 am
 Board: M.U.G.E.N Development Help

I added another accel.
[State 6000, Hat]
type = Projectile
trigger1 = AnimElem = 5
projanim = 6666
projhitanim = 6666
projpriority = 1
projhits = 2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 50
projshadow = -1
offset = 32,45
velocity = 2
attr = S, SP
damage   = 50
animtype = heavy
hitsound = S15, 7
guardsound = S15, 9
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
afterimage.time = 200 ; (int)
sparkxy = 500,500
accel = 1, 0
accel = 5, -2
;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,-18
down.hittime = 30
down.bounce = 1

The second one wont do its thing. only first
    

Re: After Image on a Projectile?

 April 14, 2009, 09:17:21 am View in topic context
 Posted by AlumDixon  in After Image on a Projectile? (Started by AlumDixon April 12, 2009, 10:56:04 am
 Board: M.U.G.E.N Development Help

sorry, it was my browser. Thanks anyways, i was looking for them.
Another question popped up. How would I make it go down after it went up. I looked through gravity but just pulls player down.
    

Re: After Image on a Projectile?

 April 13, 2009, 02:37:10 am View in topic context
 Posted by AlumDixon  in After Image on a Projectile? (Started by AlumDixon April 12, 2009, 10:56:04 am
 Board: M.U.G.E.N Development Help

This is what i read according to your link.
Width
------------------------------------------------------------
 
Changes the size of the player's width bar for 1 tick. Useful for controlling the "pushing" behavior when the player makes contact with another.
 
Required parameters:
  none
 
Optional parameters:
  edge = edgewidth_front, edgewidth_back (int)
    Sets the player's edge width in front and behind. Edge width
    determines how close the player can get to the edge of the screen.
    These parameters default to 0,0 if omitted.
 
  player = playwidth_front, playwidth_back (int)
    Sets the player width in front and behind. Player width determines
    how close the player can get to other players. These parameters
    default to 0,0 if omitted.
 
Alternate syntax:
  value = width_front, width_back (int)
    This is a shorthand syntax for setting both edge width and player
    width simultaneously. This may only be used if the edge and player
    parameters are not specified.
 
Notes:
  When collision box display is enabled, the edge width bar is
  displayed in orange, and the player width bar is displayed in 
  yellow. Where they overlap, the overlapping region is displayed in
  bright yellow.
 
Example:
  none
 
    

Re: CvS Kung Lao?

 April 12, 2009, 09:04:35 pm View in topic context
 Posted by AlumDixon  in Kung Lao (Started by AlumDixon April 11, 2009, 02:42:50 pm
 Board: Projects

theres a question mark on the title. Idk LOL
Edit : Guess ill just change the title.
    

Re: After Image on a Projectile?

 April 12, 2009, 09:03:19 pm View in topic context
 Posted by AlumDixon  in After Image on a Projectile? (Started by AlumDixon April 12, 2009, 10:56:04 am
 Board: M.U.G.E.N Development Help

So i gotta add a width to make it show. Kinda doesnt make sense because that would be like just making the character bigger for a state. and velset moves the character. What are you pointing at?
Edit: Its a projectile type thingy. Not a helper.