Posted by Steimpunk
in Full Game Forum? (Started by Steimpunk April 22, 2013, 05:22:36 amBoard: M.U.G.E.N Discussion
Posted by Steimpunk
in Full Game Forum? (Started by Steimpunk April 22, 2013, 05:22:36 am
Posted by Steimpunk
in Full Game Forum? (Started by Steimpunk April 22, 2013, 05:22:36 am
Posted by Steimpunk
in Custom BGM Loop Issue (Started by Steimpunk February 12, 2013, 09:52:18 pm
Posted by Steimpunk
in Custom BGM Loop Issue (Started by Steimpunk February 12, 2013, 09:52:18 pm
Posted by Steimpunk
in LifeAdd Trouble (Started by Steimpunk January 22, 2013, 06:02:52 am[State 0, VarSet]
type = VarSet
triggerall = (!ishelper) & (gethitvar(damage)>0)
trigger1 = numhelper(1301) > 0
trigger2 = life <= (lifemax*0.25)
var(0) = floor(gethitvar(damage)*0.15*(numhelper(1301)+cond((life<=(lifemax*0.25)),1,0)))
[State 0, Aero/Defender]
type = LifeAdd
trigger1 = (!ishelper) & (var(0)>0) & 1
value = var(0)
[State 0, VarSet]
type = VarSet
triggerall = !ishelper
trigger1 = (numhelper(1301)=0) & (life>(lifemax*0.25))
trigger2 = gethitvar(damage) <= 0
var(0) = 0
Posted by Steimpunk
in LifeAdd Trouble (Started by Steimpunk January 22, 2013, 06:02:52 am[State -3, Aero/Defender]
type = LifeAdd
trigger1 = (!ishelper) & (gethitvar(damage)>0) & 1
value = floor(gethitvar(damage)*0.15*(numhelper(1301)+cond((life<=(lifemax*0.25)),1,0)))
ignorehitpause = 1
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 amIf memory serves, I think there was a way to add stages into your mugen without having them being able to be selected. Sort of like a secret stage to be exact. Maybe you could look into that for your work around? Although I could be wrong. Maybe that was for characters I am thinking of.
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 ama workaround you could do if you just want the same stage with different music is rename the def files
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 amNope..... You can't.... Only one BGM per stage.....
About the poll... Nope, not at all relevant.It totally is relev...Oh no, not to this topic. It's relevant to my interests.
Posted by Steimpunk
in Stage with Multple BGMs? (Started by Steimpunk January 12, 2013, 04:09:17 am
Posted by Steimpunk
in Classic (Started by Margatroid November 15, 2012, 06:21:17 pm
Posted by Steimpunk
in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pmthe winning character is what needs ctrl=1 not the other way around.That fixed it. There was a line that I added to State 0 that modified the 'ctrl' parameter. Edited & Fixed. THANK YOU ALL
Posted by Steimpunk
in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pmit's possible the problem is with the winning character. Does this ONLY happen vs the death state you're looking at, i mean, if you put KFM in do things break then.Everything worked correctly when KFM won the match. So yes, the problem is with the winning character.
Posted by Steimpunk
in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pmNot the one in data? Compare it to the default one, iirc, ctrl = 1 is required in that state for the match to actually hit roundstate = 4.
[Statedef 5150]
type = L
movetype= H
physics = N
sprpriority = -3
ctrl = 1
[State 0]
type = PlaySnd
trigger1 = !time
value = 1, 13
volumescale = 75
channel = 0
ignorehitpause = 1
[State 0, Clear Vars]
type = VarRangeSet
trigger1 = !time
value = 0
[State 0, Clear FVars]
type = VarRangeSet
trigger1 = !time
fvalue = 0
[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = (!time) & (selfanimexist(5140))
trigger1 = (anim!=[5111,5119]) & (anim!=[5171,5179])
trigger2 = !selfanimexist(5140+(anim%10))
value = 5140
[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim=[5111,5119]) | (anim=[5171,5179])
trigger1 = selfanimexist(5140+(anim%10))
value = 5140+(anim%10)
[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10
[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110
[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85
[State 5150, 7] ;Friction
type = VelSet
trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
persistent = 0
x = 0
[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
Posted by Steimpunk
in Delayed Death (Started by Steimpunk June 14, 2012, 08:06:18 pm
Please help.
Posted by Steimpunk
in BindtoTarget (Started by Steimpunk May 11, 2012, 01:08:22 amIf he's not in a hitstate he's not a target so bindtotarget will not work. You would have to use Posset