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ShunpoHadouken

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Messages by ShunpoHadouken

    

Re: Land detection.

 December 20, 2008, 07:30:49 am View in topic context
 Posted by ShunpoHadouken  in Land detection. (Started by ShunpoHadouken December 17, 2008, 02:31:52 pm
 Board: M.U.G.E.N Development Help

Oops ... I have found it.
It's:
[mcode]Pos[/mcode]
    

Re: Land detection.

 December 20, 2008, 07:27:32 am View in topic context
 Posted by ShunpoHadouken  in Land detection. (Started by ShunpoHadouken December 17, 2008, 02:31:52 pm
 Board: M.U.G.E.N Development Help

Oh maybe I was wrong in my question.
I mean...to state that you are near the ground.
Or your position is below the ground.
Thanks.
    

Land detection.

 December 17, 2008, 02:31:52 pm View in topic context
 Posted by ShunpoHadouken  in Land detection. (Started by ShunpoHadouken December 17, 2008, 02:31:52 pm
 Board: M.U.G.E.N Development Help

What trigger do you have to use that specifies that the player is in the land after a jump?
Like the player is in the land...the player is in the landing state.
Thanks.
    

Re: PSP cso/iso sound ripping

 December 17, 2008, 05:24:02 am View in topic context
 Posted by ShunpoHadouken  in PSP cso/iso sound ripping (Started by KamiyaKasshinRyu December 15, 2008, 05:17:26 pm
 Board: Off-Topic Help

    

Re: Triggers every 60-ticks

 December 16, 2008, 03:01:41 pm View in topic context
 Posted by ShunpoHadouken  in Triggers every 60-ticks (Started by ShunpoHadouken December 13, 2008, 12:09:26 pm
 Board: M.U.G.E.N Development Help

    

Re: Same State,Many Sound

 December 16, 2008, 02:50:25 pm View in topic context
 Posted by ShunpoHadouken  in Same State,Many Sound (Started by ShunpoHadouken December 16, 2008, 04:52:08 am
 Board: M.U.G.E.N Development Help

It also works. I mean it works.
I hope its not again too complicated, cause some people say Im always suggesting too complicated stuff  :P
I think this time you did it. What you suggest is not complicated and help me know how to use "random".
You help me away from being complicated.
Thanks~
Thanks everyone.

    

Re: Same State,Many Sound

 December 16, 2008, 12:21:04 pm View in topic context
 Posted by ShunpoHadouken  in Same State,Many Sound (Started by ShunpoHadouken December 16, 2008, 04:52:08 am
 Board: M.U.G.E.N Development Help

I have found it around here:  :D
[mcode][State -3, GetHitSnd]
type=playsnd
triggerall=alive&&time=1
triggerall=stateno=5000||stateno=5010||stateno=5020||stateno=5070||stateno=5080
trigger1=enemynear,hitdefattr=SCA,SA,HA
trigger2=gethitvar(animtype)>=2&&random<500
trigger3=gethitvar(animtype)<2&&random<300
value= S***,0
channel=0
ignorehitpause=1
persistent=0

[State -3, GetHitSnd]
type=playsnd
triggerall=alive&&time=1
triggerall=stateno=5000||stateno=5010||stateno=5020||stateno=5070||stateno=5080
trigger1=enemynear,hitdefattr=SCA,SA,HA
trigger2=gethitvar(animtype)>=2&&random<500
trigger3=gethitvar(animtype)<2&&random<300
value= S****,1
channel=0
ignorehitpause=1
persistent=0[/mcode]

This make my character play different gethit sound.
Anyway, how do you make it play much more often?
thanks.
    

Re: Same State,Many Sound

 December 16, 2008, 05:40:08 am View in topic context
 Posted by ShunpoHadouken  in Same State,Many Sound (Started by ShunpoHadouken December 16, 2008, 04:52:08 am
 Board: M.U.G.E.N Development Help

Actually...I don't know how to use this [mcode]Random[/mcode] trigger.
I just know to use it when im using many intros.
But I try the same code but it doesnt work with sound.
    

Same State,Many Sound

 December 16, 2008, 04:52:08 am View in topic context
 Posted by ShunpoHadouken  in Same State,Many Sound (Started by ShunpoHadouken December 16, 2008, 04:52:08 am
 Board: M.U.G.E.N Development Help

How you make a One state that have many sound that randomly play in each time?
Thanks.
    

Re: Hit no Hit

 December 13, 2008, 03:14:36 pm View in topic context
 Posted by ShunpoHadouken  in Hit no Hit (Started by ShunpoHadouken December 13, 2008, 02:51:19 pm
 Board: M.U.G.E.N Development Help

Oh okay ill forget about it. ::)
Thanks
    

Re: Hit no Hit

 December 13, 2008, 03:10:10 pm View in topic context
 Posted by ShunpoHadouken  in Hit no Hit (Started by ShunpoHadouken December 13, 2008, 02:51:19 pm
 Board: M.U.G.E.N Development Help

Oh  :o
You mean you can't inflict damage that doesnt making your opponent in a gethit animation?
    

Hit no Hit

 December 13, 2008, 02:51:19 pm View in topic context
 Posted by ShunpoHadouken  in Hit no Hit (Started by ShunpoHadouken December 13, 2008, 02:51:19 pm
 Board: M.U.G.E.N Development Help

Was it possible to hit and inflict damage to your opponent without making  your opponent in a get-hit animation?
    

Re: Triggers every 60-ticks

 December 13, 2008, 02:24:52 pm View in topic context
 Posted by ShunpoHadouken  in Triggers every 60-ticks (Started by ShunpoHadouken December 13, 2008, 12:09:26 pm
 Board: M.U.G.E.N Development Help

Thanks a lot. It works.
It just not work because of my mistake.
Its:
[mcode]trigger1 = gametime%60 = 0[/mcode]

Thanks.
    

Re: Triggers every 60-ticks

 December 13, 2008, 02:21:15 pm View in topic context
 Posted by ShunpoHadouken  in Triggers every 60-ticks (Started by ShunpoHadouken December 13, 2008, 12:09:26 pm
 Board: M.U.G.E.N Development Help

Oh I'm very sorry.
Yep. Its is every 60 ticks
    

Re: Triggers every 60-ticks

 December 13, 2008, 02:10:04 pm View in topic context
 Posted by ShunpoHadouken  in Triggers every 60-ticks (Started by ShunpoHadouken December 13, 2008, 12:09:26 pm
 Board: M.U.G.E.N Development Help

What's that effect?
Anyway,What I'm trying to make is a land attack like firewall that stays at the land  that damages every after 60-ticks?
Thanks
    

Triggers every 60-ticks

 December 13, 2008, 12:09:26 pm View in topic context
 Posted by ShunpoHadouken  in Triggers every 60-ticks (Started by ShunpoHadouken December 13, 2008, 12:09:26 pm
 Board: M.U.G.E.N Development Help

How to trigger every after 60-ticks?
    

Re: HelperHit Pause

 December 09, 2008, 10:44:12 am View in topic context
 Posted by ShunpoHadouken  in HelperHit Pause (Started by ShunpoHadouken December 09, 2008, 10:08:17 am
 Board: M.U.G.E.N Development Help

Uh mm...
the pause that I wanted is working when I use the pausetime in the hitdef.
But still its the helper's hitdef...the helper and the enemy pauses only, not including P1.
I have try the superpause but the same as the pause, it slow-motion.
Maybe your right ... I need to test things out.
Anyway, thank you for your help.
    

Re: HelperHit Pause

 December 09, 2008, 10:36:59 am View in topic context
 Posted by ShunpoHadouken  in HelperHit Pause (Started by ShunpoHadouken December 09, 2008, 10:08:17 am
 Board: M.U.G.E.N Development Help

I have did it but....
Still its like slow-motion rather than pausing in a time.
    

Re: HelperHit Pause

 December 09, 2008, 10:21:58 am View in topic context
 Posted by ShunpoHadouken  in HelperHit Pause (Started by ShunpoHadouken December 09, 2008, 10:08:17 am
 Board: M.U.G.E.N Development Help

Uh mm ... I have tried this code:

[mcode]
[State ****, Pause]
type = Pause
trigger1 = MoveHit
time = 60
movetime = 0[/mcode]

But instead of overall pause... it pauses in each game-ticks for 60 game-ticks.  Its like slowing-motion.


be creative with the pause sctrl, using the "helper(ID),blah" triggers.

I dont know about that trigger.
    

Re: Pikachu gets an Update!!!!!!

 December 09, 2008, 10:15:46 am View in topic context
 Posted by ShunpoHadouken  in Pikachu gets an Update!!!!!! (Started by DNZRX768 December 05, 2008, 03:18:36 am
 Board: Your Releases, older Mugen