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Messages by sgn15

    

Re: changeanim/bind to root

 June 15, 2012, 09:55:50 am View in topic context
 Posted by sgn15  in changeanim/bind to root (Started by sgn15 June 12, 2012, 05:40:38 pm
 Board: M.U.G.E.N Development Help

can someone explain to me again? i just followed the format I have used for the specific multiple changeanims. i want to use a single changeanim since all wings anims were standardized by them being +1000 of p1 anims

sample:
p1 = 1000
wings for state/anim 1000 = 2000

the anim != anim is for the activating once only, right? but idk how to code it for a generic functioning changeanim

and for the 1501/2501 codes, why do they not work? i have both 2501 and 1501 anims and i used the same format for all other changeanims as well and the rest works.

did i overlooked something ?
    

changeanim/bind to root

 June 12, 2012, 05:40:38 pm View in topic context
 Posted by sgn15  in changeanim/bind to root (Started by sgn15 June 12, 2012, 05:40:38 pm
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

the first part in bold (commented) should work but doesn't ?

the second part in bold is the only one which does not work among all the changeanim/bind to root codes

    

Re: snow

 June 06, 2012, 05:37:46 pm View in topic context
 Posted by sgn15  in snow (Started by sgn15 June 06, 2012, 04:38:13 pm
 Board: Development Resources

i mean as snow rain animation ? not single snow dots being coded
    

snow

 June 06, 2012, 04:38:13 pm View in topic context
 Posted by sgn15  in snow (Started by sgn15 June 06, 2012, 04:38:13 pm
 Board: Development Resources

anyone has snow rain effects? i mean circle snow dots rain
    

Re: hit only 1 oppponent

 June 05, 2012, 07:17:15 pm View in topic context
 Posted by sgn15  in hit only 1 oppponent (Started by hamza May 31, 2012, 02:47:11 pm
 Board: M.U.G.E.N Development Help

hmmm, what do you mean "1 opponent" situation ? like 1 on 1 or 2 on 1 ( i mean as long as the opponent is only 1) ? i have not tried if a long thin red clsn will affect both p2 and p4. from what i can understand, it is a "hit and then custom state mode already for p2" kind of thing. p1 would have a control mode as well. continuous state i mean. at least that is how i thought i would code it.

ID should be a number if i understood that correctly. also, multiple trigger1 means all of them should trigger.
    

Re: hit only 1 oppponent

 June 04, 2012, 08:49:00 am View in topic context
 Posted by sgn15  in hit only 1 oppponent (Started by hamza May 31, 2012, 02:47:11 pm
 Board: M.U.G.E.N Development Help

just a question about this topic, won't simply using hitcount < 1 do the trick ?
    

Re: destroyself

 June 02, 2012, 03:29:03 pm View in topic context
 Posted by sgn15  in destroyself (Started by sgn15 June 02, 2012, 12:53:54 pm
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty
Spoiler, click to toggle visibilty
CMD

;===========================================================================
;---------------------------------------------------------------------------
; transform while in ground
[State -1]
type = ChangeState
value = 195
triggerall = statetype = S
triggerall = var(15) = 0
triggerall = ctrl
trigger1 = command = "s"
trigger1 = command != "holddown"
trigger1 = command != "holdup"

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;semi-bird fly mode from air
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 1000
triggerall = statetype = A
Triggerall = var(15) = 0
trigger1 = command = "s"
trigger1 = command != "holddown"
trigger1 = command != "holdup"

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;full-bird fly mode from air
;---------------------------------------------------------------------------
[State -1]
type = ChangeState
value = 3000
triggerall = statetype = A
triggerall = stateno = 1000
Triggerall = var(15) = 1
trigger1 = command = "s"
trigger1 = command != "holddown"
trigger1 = command != "holdup"

var(15) values ( i will use the vars for something later on)
normal var(15) = 0
semi-bird var(15) = 1
full-bird var(15) = 2

states:
semi-bird mode (fly) 1000-1499
semi-bird mode (ground) 1500-1999
full-bird mode (fly only, no ground version) 3000 and above

i need the wings only for semi-bird mode, so if the player states are not from 1000-1999, i don't need wings

also, state 195 is just a transition state (for transforming). it changes into 1500 when animtime = 0

the codes might be a little messed up btw, i am still in the middle of manipulating my codes, but anyways...............
    

destroyself

 June 02, 2012, 12:53:54 pm View in topic context
 Posted by sgn15  in destroyself (Started by sgn15 June 02, 2012, 12:53:54 pm
 Board: M.U.G.E.N Development Help

Spoiler, click to toggle visibilty

the destroyself is not working. all those codes are for a transformed version (char's flying stance is state 1000) of my char. all wings animations are 2000+ (actually 1000 + anim of root). when i change the root state to 3000 (a new form different from the previous form), the wing helper becomes state 1000 instead of activating destroyself
    

always at a certain place on screen

 May 28, 2012, 09:15:14 am View in topic context
 Posted by sgn15  in always at a certain place on screen (Started by sgn15 May 28, 2012, 09:15:14 am
 Board: M.U.G.E.N Development Help

so yeah i did this before, but i changed my mind and i changed (and deleted the codes) very very long ago.

I want a helper always on the top portion of the screen. posset is for determining the ground level, sky level, etc so when i jump or fly, the helper is not at the top of the screen anymore.

anyone knows how to do it?

edit:
it is not screenbound. i tried it already. i want it to stay on its place regardless of the camera movement
    

Re: weird problem about palettes

 May 28, 2012, 06:04:03 am View in topic context
 Posted by sgn15  in weird problem about palettes (Started by sgn15 May 23, 2012, 06:57:07 pm
 Board: M.U.G.E.N Development Help

sorry for late reply.

hmmm, of all the things i did, i honestly don't know what specific action fixed it. But i can tell the things i did, at least the ones i can remember. since the error was about the last palette (11th out of 11 total palettes), i tried adding 1 more to make them 12. the error is on the 12th now, instead of 11th. then i noticed the palettes used by mugen loaded in ff are the 2nd and 3rd palettes (instead of 1st and 2nd), then i kept interchanging the orders of the palettes, after doing that and some other stuff i can't remember, it suddenly worked.
    

Re: weird problem about palettes

 May 24, 2012, 03:42:55 pm View in topic context
 Posted by sgn15  in weird problem about palettes (Started by sgn15 May 23, 2012, 06:57:07 pm
 Board: M.U.G.E.N Development Help

I managed to fix this a bit earlier (without deleting anim 5300 ).

I would like to ask what is the effect of having or not having anim 5300 to the palettes ? or was that sarcasm? i really do not know
    

Re: weird problem about palettes

 May 24, 2012, 05:56:46 am View in topic context
 Posted by sgn15  in weird problem about palettes (Started by sgn15 May 23, 2012, 06:57:07 pm
 Board: M.U.G.E.N Development Help

hmmm. I don't think it is because of the spaces. I had made another char with 12 palettes and these are the palette filenames (and exactly what was on my palette list) in def

Spoiler, click to toggle visibilty

they work fine.

the problem with the marco15 palettes is that it seems to accept only 10 palettes (whichever is the last, which is the 11th palette) seems to always have an error (can't open filename.act error message). I tried to interchange the order of the palettes to check if all of them work (i mean the palette files are not corrupted), they all work in mugen, but it just does not accept the 11th palette, whichever palette is 11th on the list

just another test, i added another palette so they are now totaling 12

Spoiler, click to toggle visibilty

the last (12th) palette has the error instead of the 11th palette

also another check, the pal1 = pal.act, pal2 = pal2.act, lines were correct, i opened the def file in notepad to check it. it was correct also.

so anyone has ideas?
    

weird problem about palettes

 May 23, 2012, 06:57:07 pm View in topic context
 Posted by sgn15  in weird problem about palettes (Started by sgn15 May 23, 2012, 06:57:07 pm
 Board: M.U.G.E.N Development Help

Marco15.act
Marco15 blue.act
Marco15 light blue.act
Marco15 green.act
Marco15 cyan.act
Marco15 orange.act
Marco15 anime.act
Marco15 pink.act
Marco15 red.act
Marco15 violet.act
Marco15 yellow.act

whichever is the last one (even if i change the order of palettes) always has an error. isn't the maximum allowed is 12 ? that is just 11
    

Re: conditional hitdef

 May 21, 2012, 02:17:11 pm View in topic context
 Posted by sgn15  in conditional hitdef (Started by sgn15 May 21, 2012, 09:53:00 am
 Board: M.U.G.E.N Development Help

hmmm. I am confused. I will explain first the whole picture.

states
400 - char calls helper 401 (a person helper), goes to 0 when animtime = 0
401 - person helper calls tsunami helper 402
402 - tsunami (this is the only one attacking)

so I just have to call 2 tsunami helpers (1 for hitting enemy, 1 for hitting p1 and p3) ?
    

Re: Exlod needs to stop when new anim starts

 May 21, 2012, 02:09:35 pm View in topic context
 Posted by sgn15  in Exlod needs to stop when new anim starts (Started by ciao May 21, 2012, 10:56:50 am
 Board: M.U.G.E.N Development Help

@Cyanide

sorry, i did not understand much his attack 1000 and then explod 1000 explanation. but yeah you're right. I just gave him something that will work even if i don't completely understand his explanation of attack
    

Re: conditional hitdef

 May 21, 2012, 02:03:26 pm View in topic context
 Posted by sgn15  in conditional hitdef (Started by sgn15 May 21, 2012, 09:53:00 am
 Board: M.U.G.E.N Development Help

the attack that i want to hit both p1 and p2 is a helper already. what do you mean by needing a helper?

Quote
[State 0, 3]
type = HitDef
trigger1 = timemod = 3,0
affectteam = E

[State 0, 3]
type = HitDef
trigger1 = timemod = 3,0
affectteam = F

^that first hitdef does not work against p2


Quote
[State 0, 3]
type = HitDef
trigger1 = teamside = 2
trigger1 = timemod = 3,0
affectteam = E

[State 0, 3]
type = HitDef
trigger1 = teamside = 1
trigger1 = timemod = 3,0
affectteam = F

^that htidef still does not hit p2

@XGargoyle
I need the attack to work even if the char is an opponent in arcade or other modes. teamside is about left and right sides
    

Re: Exlod needs to stop when new anim starts

 May 21, 2012, 11:10:53 am View in topic context
 Posted by sgn15  in Exlod needs to stop when new anim starts (Started by ciao May 21, 2012, 10:56:50 am
 Board: M.U.G.E.N Development Help

when you say "interrupted", you mean you want to make the explod disappear ?

can't you use a removeexplod for 1000 in state -2 using stateno = 2000 ? or use numexplod(2000) > 0 as trigger
    

Re: conditional hitdef

 May 21, 2012, 10:46:19 am View in topic context
 Posted by sgn15  in conditional hitdef (Started by sgn15 May 21, 2012, 09:53:00 am
 Board: M.U.G.E.N Development Help

yeah i meant it to be a value 6 for enemies and 1 for myself and partner (if existing)

I scanned thru every trigger in trigger.html file in doc folder. i only saw teamside as relevant to what i want to achieve? or i overlooked something?

so is there a way to achieve what i want?

edit:

damage    = ifelse(teamside = 1 && ishometeam = 1,1,6)

does not work either?
    

conditional hitdef

 May 21, 2012, 09:53:00 am View in topic context
 Posted by sgn15  in conditional hitdef (Started by sgn15 May 21, 2012, 09:53:00 am
 Board: M.U.G.E.N Development Help

[State 0, 3]
type = HitDef
trigger1 = timemod = 3,0
affectteam = B
attr = S, NA
animtype  = Light
damage    = ifelse(teamside = 2,6,1)

i want the attack value to be 1 when it hits p1  and/or p3, and 6 when it hits p2 and/or p4

does not work. always the same damage value on p1 and p2

edit:

damage    = ifelse(teamside = 1,1,6)
^
that also does not work
    

Re: too many helpers ?

 May 05, 2012, 04:22:25 pm View in topic context
 Posted by sgn15  in too many helpers ? (Started by sgn15 May 05, 2012, 03:56:13 pm
 Board: M.U.G.E.N Development Help

well for the codes i posted in the first post, i changed ownpal to 0 for both helper sctrls and it stopped lagging. Though I still want to know why it lagged (according to what you said). thanks btw

edit:
does palfx hitdef affect a hittable helper (hittable via hitoverride) ?