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Messages by Guillier

    

Throwing Off The Stage's Edge

 February 27, 2009, 01:03:19 pm View in topic context
avatar  Posted by Guillier  in Throwing Off The Stage's Edge (Started by Guillier February 27, 2009, 01:03:19 pm
 Board: M.U.G.E.N Development Help

Im making a custom state(a throw).
I need help, P1 is the player and P2 is the enemy...
How do I throw the P2 to the very edge of the stage(NOT the edge of screen) then the camera will follow him. Then the P2 will change state when hit the wall.
I have known about changing state when hit the wall...my only problem is to throw the enemy at the very edge of the stage(NOT the screen's edge...

Thanks in Advance for any help...  ;D
    

Re: Rebirth RO

 February 24, 2009, 02:22:13 pm View in topic context
avatar  Posted by Guillier  in Rebirth RO (Started by Guillier February 20, 2009, 11:43:29 am
 Board: Gaming

Why???  ???
But, these few weeks...im kinda not playing it anymore...but just editing some mugen stuff...
    

Re: Shared Pallete SFX and UnShared Pallete SFX

 February 24, 2009, 02:18:11 pm View in topic context
avatar  Posted by Guillier  in Shared Pallete SFX and UnShared Pallete SFX (Started by Guillier February 23, 2009, 10:01:16 am
 Board: M.U.G.E.N Development Help

Ooh...I thought it will preserve the fx colors when it become transparent...
Thanks a lot.  :)
    

Shared Pallete SFX and UnShared Pallete SFX

 February 23, 2009, 10:01:16 am View in topic context
avatar  Posted by Guillier  in Shared Pallete SFX and UnShared Pallete SFX (Started by Guillier February 23, 2009, 10:01:16 am
 Board: M.U.G.E.N Development Help

What is the difference between Shared Pallete SFX and UnShared Pallete SFX...
Because I have seen some SFX that is shared pallete and some are just a BLACK(Transparent) background...
Can I ask, what is the difference between them?  --;
    

Re: Small Portrait

 February 22, 2009, 04:42:57 pm View in topic context
avatar  Posted by Guillier  in Small Portrait (Started by Guillier February 21, 2009, 04:54:52 pm
 Board: M.U.G.E.N Development Help

That's a Nice Idea..
Thank you.  :o
    

Small Portrait

 February 21, 2009, 04:54:52 pm View in topic context
avatar  Posted by Guillier  in Small Portrait (Started by Guillier February 21, 2009, 04:54:52 pm
 Board: M.U.G.E.N Development Help

Is the small portrait always shared pallete...because even if i dont check the "shared pallete"...
it always shared pallete...is there a way to separate it and use a small portrait without share pallete...
Many Thanks.  o_O
    

Rebirth RO

 February 20, 2009, 11:43:29 am View in topic context
avatar  Posted by Guillier  in Rebirth RO (Started by Guillier February 20, 2009, 11:43:29 am
 Board: Gaming

Hello... Does anyone who's MUGEN player here also plays Rebirth RO...?
I'm kinda playing thi for almost 3 days... maybe can find somebody's help...  :sugoi:
    

Re: Hitdef persistent

 February 20, 2009, 11:39:46 am View in topic context
avatar  Posted by Guillier  in Hitdef persistent (Started by Guillier February 18, 2009, 03:58:03 pm
 Board: M.U.G.E.N Development Help

Its Ok ... Everything's Fine.  ;D
    

Re: Hitdef persistent

 February 20, 2009, 04:22:00 am View in topic context
avatar  Posted by Guillier  in Hitdef persistent (Started by Guillier February 18, 2009, 03:58:03 pm
 Board: M.U.G.E.N Development Help

persistent = 0 on the explod will force it to only trigger once during that state and not multiple times like you want it to remove that and experiment.

Thank you... i remove the persistent = 0 in explod ....and now the explod appear just right.... thanks...

After your hitdef hits once your movhit will be > 0. For this controllers to work you got to reset the movehit:
[mcode]movehitreset[/mcode]

Yeah that was great...Using Movehitreset instead of using persistent = 1 on hitdef is  much more better... thanks MikeDaBike...

Yeah, remove persistent = 0, I explained that in my first post.

persistent = 1 means trigger as many times the trigger  allow

persistent = 0 means trigger once throughout the whole state.
Thanks... So that was the use of persistent...

Now I think the problem is Solved... :sugoi:
Thanks a Lot.  :sugoi:
    

Re: Hitdef persistent

 February 19, 2009, 02:55:04 pm View in topic context
avatar  Posted by Guillier  in Hitdef persistent (Started by Guillier February 18, 2009, 03:58:03 pm
 Board: M.U.G.E.N Development Help

The Hitdef:
[mcode][State ****, HitDef]
type = HitDef
trigger1 = gametime%5 = 0
attr = S,NP
hitflag = MAF
guardflag = MA
getpower = 10,0
givepower = 10,0
animtype = light
air.animtype = light
priority = 5,Hit
damage = 10,0
pausetime = 5,0
guard.sparkno = S1200
hitsound = 0,0
guardsound = 0,0
ground.type = High
ground.slide = 10
ground.hittime  = 10
air.hittime = 10
ground.velocity = 0,0
ground.cornerpush.veloff = 1
air.cornerpush.veloff = 1
sprpriority = 1
persistent = 1[/mcode]
The Explod:
[mcode][State ****, Explod]
type     = Explod
trigger1= MoveHit = 1
anim  = 1000
ID = 2
pos  = 0,0
postype= p2
facing  = 1
vfacing = 1
bindtime  = 1
removetime    = -2
scale  = 0.3,0.3
sprpriority = 5
ontop     = 0
ownpal   = 1
removeongethit = 0
ignorehitpause = 1
persistent     = 0[/mcode]

Thats my Hitdef...
When I make persistent = 0... it only hit once... so I make it persistent = 1 to hit the opponent while my helper's clsn1 colliding to opponent's clns2... But really ... im not familiar about the usage of persistent...
    

Hitdef persistent

 February 18, 2009, 03:58:03 pm View in topic context
avatar  Posted by Guillier  in Hitdef persistent (Started by Guillier February 18, 2009, 03:58:03 pm
 Board: M.U.G.E.N Development Help

I got a Problem...
I have a Hitdef triggered like this:
[mcode]gametime%10 = 0[/mcode]
with a [mcode]persistent = 1[/mcode]
The problem is, I want to use my custom explod which is High res...
So I add a Explod that triggered like this:
[mcode]trigger1 = movehit = 1[/mcode]
But the true problem is, this explod just appear at the first hit but then dont trigger on any consecutive hits after the first hit...
Is there a way to make this explod appear every hit?
 ???
    

Re: Parrying!

 February 12, 2009, 03:02:13 pm View in topic context
avatar  Posted by Guillier  in Parrying! (Started by Guillier February 11, 2009, 03:19:21 pm
 Board: M.U.G.E.N Development Help

Thanks a lot Anjel.
You're really a big help.
You solve my problem.
What you suggest works.  ;D
Simple but great...
Thanks man.
    

Parrying!

 February 11, 2009, 03:19:21 pm View in topic context
avatar  Posted by Guillier  in Parrying! (Started by Guillier February 11, 2009, 03:19:21 pm
 Board: M.U.G.E.N Development Help

[mcode];---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 130
ctrl = 1

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
[/mcode]
State 150-151 is state for stand Parry, right?

I edit this to:

[mcode];---------------------------------------------------------------------------
; SGUARDHIT (shaking)
[Statedef 10150]
type    = S
movetype= H
physics = N
velset = 0,0

[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150

[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")

[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 150, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 150, 3]
type = ForceFeedback
trigger1 = time = 0
waveform = square
time = 3

;---------------------------------------------------------------------------
; SGUARDHIT2 (knocked back)
[Statedef 10151]
type    = S
movetype= H
physics = S
anim = 150

[State 151, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 2]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = HitOver
x = 0

[State 151, 3]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 151, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

[State 151, 4]
type = ChangeState
trigger1 = HitOver
value = 10130
ctrl = 1

;---------------------------------------------------------------------------
; STAND GUARD (guarding)
[Statedef 10130]
type    = S
physics = S

[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140[/mcode]

And the command is:

[mcode][Command]
name    = "Parry"
command = /$a
time    = 1

[State -1, Parry]
type       = ChangeState
value      = 10150
triggerall = command  = "Parry"
triggerall = RoundState = 2
trigger1   = statetype != A
trigger1   = ctrl[/mcode]


>>>>
The Problem is...my character goes to first element of standing animation and when get hit...changes to state 150 instead of 10150...
Really complicated...
Really need help please....
Thank you.
    

Cheap Knock Down!

 February 10, 2009, 03:19:56 pm View in topic context
avatar  Posted by Guillier  in Cheap Knock Down! (Started by Guillier February 10, 2009, 03:19:56 pm
 Board: M.U.G.E.N Development Help

Hey Everyone... ;D
How do you make a simple Cheap KO!.

[mcode];------------------SlayergGatsu Ceap Ko----------------;
[Statedef 171]
type = S
ctrl = 0
anim = 171
velset = 0,0

[State 171,2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 5150[/mcode]

[mcode];-----------SlayergGatsu Ceap Ko Activation----------;
[State 170, Go To Ceap Ko]
type = Changestate
trigger1 = Gethitvar(damage) <= 30 && LoseKO = 1 && Anim = 5030
value = 171

[State 171, No slow on Ceap Ko]
type = AssertSpecial
trigger1 = Gethitvar(damage) <= 30
Flag = nokoslow[/mcode]

I have found this one and tested it.Its really great and really works.
But the problem is, even I have hit with the damage of 50 or something greater... it is still activating...
I dunno maybe I have something done wrong or...
I need Help...
Thanks
Thanks