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Messages by prnzokoshiro

    

Re: air dash

 March 08, 2010, 03:07:29 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

I appreciate you still working with me on this... so ok... not that it's working, but did you see my last code I showed you?  Here's for the jab version:

Code:
;SONICBOOM_X
[Statedef 1000]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[Statedef 1000]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0

so, should the movetype be S or A like the other 2?  And does attributes: S, SP supposed to be A, SP like I changed it to, or does that S not stand for Standing?  How bout the SP?  Shouldn't Velset have a value higher than 0?  I really don't know...

Bottom line:  does this look right to you?
    

Re: air dash

 March 08, 2010, 12:38:34 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

np, thanks for the help guys/girls...
    

Re: air dash

 March 08, 2010, 12:33:19 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Quote
If THAT doesn't work, is the statetype in the CMD = A? If it is, change it to S, or != A

when I change it to S, the move doesn't come out at all... when I change it to !=A, it has an error and crashes...

edit:  I really appreciate the help.  I know this shit is gettin ridiculous...
    

Re: air dash

 March 08, 2010, 12:19:14 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Quote
Change statetype and physics back to S?

Why are you sending the character to state 50? Change it to 0 after you've done the statetype and physics.

I just tried that.  Doesn't work I'm afraid...
    

Re: air dash

 March 08, 2010, 12:02:36 am View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

I don't understand... what about this is a standing move, I changed all S' to A's now...

please point out what is wrong:
Code:
;SONICBOOM_X
[Statedef 1000]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = A, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[Statedef 1000]
type = changestate
trigger1 = animtime = 0
value = 50
ctrl = 0
;---------------------------------------------------------------------------
;SONICBOOM_Y
[Statedef 1010]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1010, 3]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 53, -60
velocity = 2.90
; HitDef part of projectile info
attr = A, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[Statedef 1010]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0
;---------------------------------------------------------------------------
;SONICBOOM_Z
[Statedef 1020]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
anim = 1000

[State 1000, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1020, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1020, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 50, -60
velocity = 3.9
; HitDef part of projectile info
attr = A, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[Statedef 1020]
type = Changestate
trigger1 = animtime = 0
value = 50
ctrl = 0
Code:

  
    

Re: air dash

 March 07, 2010, 11:31:16 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

...and this one for doing a special move in the air and gets stuck/walks on air just like the air dash:

Code:
;SONICBOOM_X
[Statedef 1000]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SONICBOOM_Y
[Statedef 1010]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1010, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 53, -60
velocity = 2.90
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SONICBOOM_Z
[Statedef 1020]
type    = A
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000

[State 1000, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1020, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1020, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1020, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 50, -60
velocity = 3.9
; HitDef part of projectile info
attr = S, SP
damage   = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: air dash

 March 07, 2010, 11:27:02 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Code:
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 20
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const (velocity.run.fwd.x)
y = const (velocity.run.fwd.y)

[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
    

Re: air dash

 March 07, 2010, 08:42:15 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

ok, nothing is seeming to work.  I just end up walking on air no matter what combination I put in...

...I got an air dash working much earlier on another char, but nobody else responds to anything I put in for it... is there any hope?
    

Re: air dash

 March 07, 2010, 08:31:53 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Thanks, I'll try it out!  :)
    

Re: air dash

 March 07, 2010, 08:07:58 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Quote
    Quote

        statetypeset changes physics, movetype and statetype whenever you want it to.



    ok, so for example?

    I mean, what physics (I only seen A or N).... ok ok nvm that, hold up

    ...can you please tell me how to fix that code so I can drop out of the air on either one I cut/pasted?  If you can do that, that's the quickest way for me to learn, seeing what works and what doesn't/trial & error.



Let's say you had a move that started with statetype = S and physics = S. We can use a statetypeset to change it to this.

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 2
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

The letters that are commented out are the possible ones you can use.

ok, that's fine, but why would I change it?  Do you want me to try out each possible combination until it works?  I need some direction here... or is that example with everything being "A" what I should use?  Hmm lemme try...

ok, wait, before I even do that, I see that it's already A's, the type and physics... what is wrong with this here:

Code:
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 20
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const (velocity.run.fwd.x)
y = const (velocity.run.fwd.y)

[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0

cuz the statetype and physics are already A's, apparently...
    

Re: air dash

 March 07, 2010, 07:57:48 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

Quote
statetypeset changes physics, movetype and statetype whenever you want it to.

ok, so for example?

I mean, what physics (I only seen A or N).... ok ok nvm that, hold up

...can you please tell me how to fix that code so I can drop out of the air on either one I cut/pasted?  If you can do that, that's the quickest way for me to learn, seeing what works and what doesn't/trial & error.
    

Re: air dash

 March 07, 2010, 07:26:05 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

do a changestatetype ctrl?  umm I'm sorry, what would that mean I add?  gomen na sai, I don't have the hang of this stuff yet...
    

Re: air dash

 March 07, 2010, 06:40:03 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

oh, and I changed the S to A on that code for the air move... same thing, I'm still stuck in the air after I do it  :(
    

Re: air dash

 March 07, 2010, 06:35:49 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

holy shit! I can't believe I didn't notice that from what little I know, thanks!...

and what about this for air dash (how do I land, I mean):

Code:
;AIR_DASH
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const (velocity.run.fwd.x)
y = const (velocity.run.fwd.y)

[State 100, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
    

air dash

 March 07, 2010, 05:41:53 pm View in topic context
avatar  Posted by prnzokoshiro  in air dash (Started by prnzokoshiro March 07, 2010, 05:41:53 pm
 Board: M.U.G.E.N Development Help

(re-posted from wrong area [whoops!]):

I'm pretty new, and I can't seem to get most of the air dashes to keep from going into walk mode in the middle of the air right after... anyone know the code to have an air dash that goes across, then drops and lands?  Sorry for the noob question...

and I just tried to program a move to do in the air, and it worked, but then he's a-walkin in the middle of the air afterwards.  So I guess I'm asking, what's the code to make you drop to the ground after doing a command in the air?

edit:  oh, I scrolled down and saw somebody else having a similar issue... but that's a lot of code, and I'm not sure what to put where.... *sigh* please help... here's what I have:


Code:
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 54,12
channel = 1
volume = 255

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 54,17

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 4, -1
projanim = 1005
projhitanim = 1006
offset = 55, -60
velocity = 2.05, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
hitflag = MAF
pausetime = 0,9
;sparkno = 0
sparkxy = 10, 0
hitsound   = 5,3
guardsound = 6,0
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
    

Re: OK, one more question

 March 07, 2010, 02:51:07 pm View in topic context
avatar  Posted by prnzokoshiro  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

cool! I'll post there from now on.  Thanks for everything  :)
    

Re: OK, one more question

 March 07, 2010, 02:26:00 pm View in topic context
avatar  Posted by prnzokoshiro  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

oh... I'm using Fighter Factory Ultimate, it's a little different but I think it's the same stuff... anyway, when I go to "New" for a new animation, it greys everything out, except for adding and deleting frames... and it doesn't let me choose what sprites I want to use, everything's greyed out in the group/image/etc. areas...

edit:  plus, when I add frames, it's just the basic standing-animation sprite, and the areas remain greyed out still...
    

Re: OK, one more question

 March 07, 2010, 02:07:31 pm View in topic context
avatar  Posted by prnzokoshiro  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

ok, just to make things easy I just picked a group.  Now what do I do?  Collision detection?  What about how it moves?  ahhhhhhh sorry, this just doesn't seem so intuitive...
    

Re: OK, one more question

 March 07, 2010, 01:58:18 pm View in topic context
avatar  Posted by prnzokoshiro  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

right, I go into that, and there's nothing that allows me to choose sprites to start making an animation....
    

Re: OK, one more question

 March 07, 2010, 01:50:34 pm View in topic context
avatar  Posted by prnzokoshiro  in Introduction Thread (INTRODUCE YOURSELF TO THE COMMUNITY HERE) (Started by shin. [OFWGKTA] July 07, 2007, 01:29:07 am
 Board: Introductions and Guides

"sounds"?!  ... you mean, the very top, right?  or the upper-bar that appears when you pull up animations?