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Rajaa

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Messages by Rajaa

    

how to make a charcaters fly havent done this yet

 April 21, 2008, 10:04:50 pm View in topic context
 Posted by Rajaa  in how to make a charcaters fly havent done this yet (Started by Rajaa April 21, 2008, 10:04:50 pm
 Board: M.U.G.E.N Development Help

i would like to know my friends how do you make a character fly, because im working on a dhalsim and i want him to be able to leviate in mid air for aslong as i want, and i dont have a charater that flys already so i cant look at the code, anybody know a tutorial or would like to explain it themselves?
    

Re: after i get hit in the air,

 April 21, 2008, 08:19:18 pm View in topic context
 Posted by Rajaa  in after i get hit in the air, (Started by Rajaa April 21, 2008, 08:09:32 pm
 Board: M.U.G.E.N Development Help

    

after i get hit in the air,

 April 21, 2008, 08:09:32 pm View in topic context
 Posted by Rajaa  in after i get hit in the air, (Started by Rajaa April 21, 2008, 08:09:32 pm
 Board: M.U.G.E.N Development Help

after i get hit in the air, i stay standing in the air after an air attack i made

how do i make it so i fall down to the ground instead of staying in the air?
    

Re: making a combo that activtes after the first hit hits

 April 21, 2008, 05:40:06 pm View in topic context
 Posted by Rajaa  in  making a combo that activtes after the first hit hits  (Started by Rajaa April 20, 2008, 04:41:47 pm
 Board: M.U.G.E.N Development Help

maybe if i get rid of the helper it will...help.....trying ................................................. ............
    

Re: Trigger Help for AI projectile.

 April 21, 2008, 03:56:33 pm View in topic context
 Posted by Rajaa  in Trigger Help for AI projectile. (Started by BC April 21, 2008, 12:22:12 pm
 Board: M.U.G.E.N Development Help

    

Re: making a combo that activtes after the first hit hits

 April 21, 2008, 03:46:20 pm View in topic context
 Posted by Rajaa  in  making a combo that activtes after the first hit hits  (Started by Rajaa April 20, 2008, 04:41:47 pm
 Board: M.U.G.E.N Development Help

havent thought of that trying........................................... ........................





update = nope it doesnt work , i wont give up ever....
    

Re: Trigger Help for AI projectile.

 April 21, 2008, 03:45:16 pm View in topic context
 Posted by Rajaa  in Trigger Help for AI projectile. (Started by BC April 21, 2008, 12:22:12 pm
 Board: M.U.G.E.N Development Help

okay i need to brush up on my var(XX)

what exactly are they i used them bt onlybecause i saw it done i dont know themeaning maybe just the function are all variables the same for every character.. and if not how do i set variables, and then use them or better yet how to find theones all ready there,,,sorry fo being a nussance but people learn from other people, not get codes thrown at them.  that isnt good enough to learn enough as i learned,

so anyonewilling to give an exlanation at any lenghtyou want?
    

Re: help with direction facing problems please

 April 21, 2008, 03:36:08 pm View in topic context
 Posted by Rajaa  in help with direction facing problems please (Started by Rajaa April 21, 2008, 03:27:24 pm
 Board: M.U.G.E.N Development Help

ok say if facing right , i do he move yees it works i can keep doing it,

but when i go to the otherside of my opponent the move can be activated only once or not all., it acts as if it will do the animation but stops immediatly before it goes into the pose.

personally i think its a helper problem.
    

Re: making a combo that activtes after the first hit hits

 April 21, 2008, 03:30:36 pm View in topic context
 Posted by Rajaa  in  making a combo that activtes after the first hit hits  (Started by Rajaa April 20, 2008, 04:41:47 pm
 Board: M.U.G.E.N Development Help

funny i still havent goten this to work this post reminded me to try,, o.k here i go ......................if anyone has help would you please share for the love of all things mugen.
    

help with direction facing problems please

 April 21, 2008, 03:27:24 pm View in topic context
 Posted by Rajaa  in help with direction facing problems please (Started by Rajaa April 21, 2008, 03:27:24 pm
 Board: M.U.G.E.N Development Help

how come whaen i face a certain direction the move i created wont work it, only works when i m facing one direction what could be the problm heres the code


i would like an explanation or just a small example please ,  because just giving me the code will not truly help me in the long run.

Quote
;BALL
[StateDef 9990]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0
ctrl = 1

anim = 9990
poweradd = 20
sprpriority = 2

[State 7050, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -20
airguard.velocity = -7,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Pos Y != 0
statetype = S
movetype = I
physics = A

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal
name = "ball"
ID = 9990
stateno = 9991
pos = 35,-42
postype = p1
facing = 0
keyctrl = 0
ownpal = 1
supermovetime = 1

[State 0, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[StateDef 9991]
type = S
movetype= A
physics = S
juggle  = 1
velset = 35
ctrl = 1
anim = 9991
poweradd = 20
sprpriority = 2

[State 9991, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger21 = AnimElem = 21
trigger22 = AnimElem = 22
trigger23 = AnimElem = 23
trigger24 = AnimElem = 24
trigger25 = AnimElem = 25
trigger26 = AnimElem = 26
trigger27 = AnimElem = 27
trigger28 = AnimElem = 28
trigger29 = AnimElem = 29
trigger30 = AnimElem = 30
trigger31 = AnimElem = 31
trigger32 = AnimElem = 32
trigger33 = AnimElem = 33
trigger34 = AnimElem = 34
trigger35 = AnimElem  =35
attr = S, HP
damage = 10,5
animtype = heavy
guardflag = HMLA
hitflag = HMLAFD
priority = 3, Hit
pausetime = 2,2
sparkno = S8816
sparkno = S8830
sparkxy = -40, 0
hitsound = S810,0
guardsound = S1, 2
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -30
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7,-3
air.hittime = 12
Palfx.time = 40
palFX.add = 100, 100, 180
Palfx.sinadd = -80, -80, -80, 10
Palfx.color = 0
palfx.invertall = 1

[State 9991, 1]
type = HitDef
trigger1 = AnimElem = 36
attr = S, HP
damage = 40 ,20
animtype = Heavy
guardflag = HMLA
hitflag = HMLAFDP
priority = 3, Hit
pausetime = 50, 20
sparkno = S9012
sparkxy = -20, 0
hitsound = S3000,6
guardsound = S810,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -20
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -20,-3
air.hittime = 12
fall = 1
Palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
palfx.color = 0
palfx.invertall = 1

[State 9991, BindToTarget]
type = BindToTarget
trigger1 = movecontact
time = -1
ID = -1
pos = -20,-50

[State 9990, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1
time = 50
anim = 9990
sound = S9000,0
pos = 0,0
move
darken = 1
p2defmul = 0
poweradd = 20
unhittable = 1

[State 9990, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9992
ID = 9992
pos = 0,0;
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 9990, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9993
ID = 9993
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 9990, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 9994
ID = 9994
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 9990, EnvColor]
type = EnvColor
trigger1 = AnimElem = 1
value = 255,255,255
time = 10

[State 9990, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S3000,2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = AnimElem = 2
value = -3000


[State 9991, DestroySelf]
type = DestroySelf
trigger1 = time = 45

    

Re: how to makespeacial attacks do damage even if guarded

 April 21, 2008, 12:47:07 pm View in topic context
 Posted by Rajaa  in how to makespeacial attacks do damage even if guarded (Started by Rajaa April 21, 2008, 10:25:36 am
 Board: M.U.G.E.N Development Help

much appreciation, my friends its been 4 months and my skill at character creating are definitl yincreasing, i maybe know now 33% of advanced coding atleast 70% of mediocre coding and maybe....99.99% of basic coding and theres still alot of basic coding left....sigh

shukriyaaaa!!!!!!!!!! = thank you!!!!!!!!
    

Re: how to makespeacial attacks do damage even if guarded

 April 21, 2008, 12:04:13 pm View in topic context
 Posted by Rajaa  in how to makespeacial attacks do damage even if guarded (Started by Rajaa April 21, 2008, 10:25:36 am
 Board: M.U.G.E.N Development Help

now hat if i want it to do a certain amount of damage at a certain range, or in the air?

would i use = p2 bodydist
or perhaps i would use = p2statetype

if so where do i put these codes after the damage codeline likethis

damage = (X,Y) && p2bodydist > 200 || p2stateype = A


would i add another damage line for the hit def and add these codes or is this the wrong way. 
    

Re: how to makespeacial attacks do damage even if guarded

 April 21, 2008, 10:39:03 am View in topic context
 Posted by Rajaa  in how to makespeacial attacks do damage even if guarded (Started by Rajaa April 21, 2008, 10:25:36 am
 Board: M.U.G.E.N Development Help

    

how to makespeacial attacks do damage even if guarded

 April 21, 2008, 10:25:36 am View in topic context
 Posted by Rajaa  in how to makespeacial attacks do damage even if guarded (Started by Rajaa April 21, 2008, 10:25:36 am
 Board: M.U.G.E.N Development Help

i check my mind the documents and the google and still havent figured it out, can anyone tell me how im sure its a really simple simple thing to do

thanks before hand
    

Re: making a combo that activtes after the first hit hits

 April 20, 2008, 06:48:51 pm View in topic context
 Posted by Rajaa  in  making a combo that activtes after the first hit hits  (Started by Rajaa April 20, 2008, 04:41:47 pm
 Board: M.U.G.E.N Development Help

i have no idea, why it's not working i know he commands, to iput i know the codes to use i've all you peoples woderful advice but i doesnt want to waork i evev builtthe code from scratch again trying to make sure everything was in place, i'll try again, and again, and again

maybe i could look at a charcacter who does that already and se the code...


it's annoting but im not mad it takes time. anymore suggestions my friends
    

Re: making a combo that activtes after the first hit hits

 April 20, 2008, 05:00:50 pm View in topic context
 Posted by Rajaa  in  making a combo that activtes after the first hit hits  (Started by Rajaa April 20, 2008, 04:41:47 pm
 Board: M.U.G.E.N Development Help

my friend i tried your do over of the code and it just hits the player now (atleast it does that) but doesnt go to the second state still
hours i tell you hours, ive  been trying, but im not fustarted it takes time.

also the .cmd is defenitly set to

value= 9550

anymore suggestions my friend i appreciate your fast and knowledgeable post.
    

making a combo that activtes after the first hit hits

 April 20, 2008, 04:41:47 pm View in topic context
 Posted by Rajaa  in  making a combo that activtes after the first hit hits  (Started by Rajaa April 20, 2008, 04:41:47 pm
 Board: M.U.G.E.N Development Help

could someone please explain to me how i make a combo that doesn't continue unless the first attack hits here's the code
if you could instruct or just point out the mistake. i tried on it for hours and have failed now i ask the people here for help please

as will see  tried to use he movehit trigger but now my attack just wont come out at all, i tried changing the .cmd command i tried even this code format


type = changestate
trigger1 = movecontact = 1
value = 9551
ctrl = 1


type = changestate
trigger1 = animtime = 0
trigger1 = movecontact = 0
value = 0
ctrl = 1



nothing begin to even start the next specified state after the move hit.   hers the entire code from top to bottom any suggestions?

my code

Quote
[statedef 9550]
type = S
movetype = A
physics = S
velset = 0
sprpriority = 2
ctrl = 0
anim = 9550

[State 9550, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 9550, NotHitBy]
type = NotHitBy
trigger1 = Anim = 9550
value = SCA,NA,SA,HA,NP,SP,HP
time = 20
ignorehitpause = 1

[State 9550, ChangeState]
type = ChangeState
trigger1 = anim = 9550  && movehit

value = 9551

[State 9550, ChangeState]
type = ChangeState
trigger1 = anim = 9550   && !movehit

value = 0
ctrl = 1

[StateDef 9551]
type = S
movetype= A
physics = S
juggle  = 1
velset = 50,0
ctrl = 0
anim = 9551
poweradd = 20
sprpriority = 2

[State 9551, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11 = AnimElem = 11
trigger12 = AnimElem = 12
trigger13 = AnimElem = 13
trigger14 = AnimElem = 14
trigger15 = AnimElem = 15
trigger16 = AnimElem = 16
trigger17 = AnimElem = 17
trigger18 = AnimElem = 18
trigger19 = AnimElem = 19
trigger20 = AnimElem = 20
trigger35 = AnimElem  = 21
attr = S, NA
damage = 5
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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


[State , Helper]
type = Helper
trigger1 = AnimElem = 1
helpertype = normal ;player
name = "slash"
ID = 095500
stateno = 9552
pos = 100,-10
postype = p1   ;p2,front,back,left,right
facing = 0
keyctrl = 0
ownpal = 1
supermove = 99999
pausemove = 99999

[StateDef 9552]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 9552
poweradd = 20
sprpriority = 2

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
attr = S, NA
damage = 10
animtype = Medium
guardflag = HMLA
hitflag = HMAFDP
priority = 3, Hit
pausetime = 5, 10
sparkno = S8835
sparkxy = -10, -50
hitsound = S2,12
guardsound = S40,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 9552, 1]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 50
animtype = Heavy
guardflag = HMLA
hitflag = HMLAFDP
priority = 3, Hit
pausetime = 10, 10
sparkno = S9992
sparkno = S9993
sparkxy = -10, -50
hitsound = S9000,2
guardsound = S6000,11
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -20, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = --20,-3
air.hittime = 12
fall = 1


[State 0, BindToTarget]
type = BindToTarget
trigger1 = movecontact
time = 300
ID = 095500
pos = 10,-50



[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 30