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kidneypunch

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Messages by kidneypunch

    

Re: quick super jump question

 September 16, 2008, 10:41:31 pm View in topic context
avatar  Posted by kidneypunch  in quick super jump question (Started by kidneypunch September 16, 2008, 09:50:58 pm
 Board: M.U.G.E.N Development Help

im still not seeing it, but this is what i have. 

[Statedef 55]
type    = S
physics = S
anim = 40
velset = 0, -12
ctrl = 0
sprpriority = 1

[State 55, 1]
type = VarSet
trigger1 = 1
sysvar(1) = 0

[State 55, 2]
type = VarSet
trigger1 = var(5) != 1
trigger1 = command = "holdfwd"
trigger2 = var(5) = 1
trigger2 = p2bodydist x >= 21
sysvar(1) = 1

[State 55, 3]
type = VarSet
triggerall = var(5) != 1
trigger1 = command = "holdback"
sysvar(1) = -1

[State 55, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 55, 5]
type=ChangeState
trigger1=!AnimTime
value = 56
ctrl = 1
    

Re: quick super jump question

 September 16, 2008, 10:05:56 pm View in topic context
avatar  Posted by kidneypunch  in quick super jump question (Started by kidneypunch September 16, 2008, 09:50:58 pm
 Board: M.U.G.E.N Development Help

ok that sure sounds familiar, ill try it out thanks!
    

quick super jump question

 September 16, 2008, 09:50:58 pm View in topic context
avatar  Posted by kidneypunch  in quick super jump question (Started by kidneypunch September 16, 2008, 09:50:58 pm
 Board: M.U.G.E.N Development Help

ok so im trying to get my mugen roster to all super jump the same height and for most of the characters i know how to edit that. (usually you just find the "y" value in the characters super jump section and adjust the number) its easy to edit the regular jumps, but super jumps have to be written out.

my problem is some of my characters are made differently in that the super jump values are written out different than the ones im familiar with, but produce the same super jump effect.

my question is what value or line should i look for to edit the height of a super jump? I see a lot of "x" values but no "y"s that seem to change anything without totally screwing something up.

i hope someone is familiar with what im trying to explain heh, thanks in advance!
    

australian outback super jump tall?

 September 15, 2008, 01:07:24 am View in topic context
avatar  Posted by kidneypunch  in australian outback super jump tall? (Started by kidneypunch September 15, 2008, 01:07:24 am
 Board: Requests

hey is there an australian outback out there that was made to be tall enough for super jumps marvel style?

its the street fighter alpha stage with the lightning and grass field.

thanks in advance
    

Re: adding, removing, editing commands to moves

 September 10, 2008, 12:02:47 am View in topic context
avatar  Posted by kidneypunch  in adding, removing, editing commands to moves (Started by kidneypunch September 09, 2008, 01:02:43 am
 Board: M.U.G.E.N Development Help

duh, thank you it worked. 

im new to this entirely
    

adding, removing, editing commands to moves

 September 09, 2008, 01:02:43 am View in topic context
avatar  Posted by kidneypunch  in adding, removing, editing commands to moves (Started by kidneypunch September 09, 2008, 01:02:43 am
 Board: M.U.G.E.N Development Help

quick question fellas,

so i am trying to get this whole mugen thing down with trial and error, but something that i cant seem to figure out is how to edit an already existing move from a character without getting a crashable error when i load up the game.

an example being, im working on a USAgent thats actually more than just a pallet swap and want to change his shield slash command to HCB instead of the ol' QCF.

when i try to do this it crashes.

ive changed the command line thats that dark blue QCF  command, and also changed what the definition of the QCF command is too. (the actual directions you push under it)

anyway, no dice.  any suggestions?