Posted by Samus666
in [solved]projectile keeps spawning itself (Started by Samus666 February 13, 2011, 09:19:24 pmBoard: M.U.G.E.N Development Help
It worked by using a helper with the Time = [x, x]

sorry if i bothered you guys.
Posted by Samus666
in [solved]projectile keeps spawning itself (Started by Samus666 February 13, 2011, 09:19:24 pm

Posted by Samus666
in [solved]projectile keeps spawning itself (Started by Samus666 February 13, 2011, 09:19:24 pm
Posted by Samus666
in [solved]projectile keeps spawning itself (Started by Samus666 February 13, 2011, 09:19:24 pm[StateDef 256]
type = A
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim =301
poweradd = -1000
[State 256, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 50
anim = 301
sound = S1,3
pos = 0,0
move = 0
movetime = 0
darken = 1
p2defmul = 0
poweradd = -10
unhittable = 1
[State 256, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1,2
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
[State 256, Explod]
type = Explod
trigger1 = Time = [1,14] ;Set this value acording to the time in wich
;the Super pause Scontrol is triggered, if it is triggered 3 ticks after
;you should add 3 ticks to each value (0 and 13)
anim = 9103 ;Use your own animation number
postype = back
sprpriority = -3
supermovetime = 1
removetime = 1
supermove = 1
ownpal = 1
scale = (3 - (time * 0.15))*(0.5), (3 - (time * 0.15))*(0.5) ;Scaled
;for double res
pos = 0,60-time * 5
[state 256, Explod]
type = Explod
trigger1 = time = 14
anim = 9103
postype = back
vel = -.1, 0
sprpriority = -3
supermovetime = 40
supermove = 1
removetime = 100
pos = 0,0
ownpal = 1
scale = 0.5, 0.5
[State 256, Hyper BG]
type = Explod
trigger1 = time >= 0 && numexplod(8900) <= 0
anim = 254
ID = 8900
pos = 160,240
postype = Left
sprpriority = -5
bindtime = -1
ownpal = 1
ignorehitpause = 1
scale = 1,1.07
supermovetime = 40
removetime = -1
[State 256, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoBarDisplay
flag2 = NoFG
flag3 = NoBG
ignorehitpause = 1
[State 256, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1,4
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =
[State 256, 1]
type = Projectile
trigger1 = animelem = 3
projanim = 302
projhitanim = 9999
projpriority = 0
projheightbound = -240, 100
projedgebound = 100
projremove = 1
projscreenbound = 100
projshadow = -1
offset =175,100
projhits = time*4;45
projremovetime = 320
accel = 0
velocity = 0
attr = S, SP
damage = 5
animtype = heavy
ownpal = 1
guardflag = MA
hitflag = MAFDP
pausetime = 3,3
hitsound = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 255, end]
type = ChangeState
trigger1 = !animtime
value = 52
ctrl = 1
Posted by Samus666
in [solved]projectile keeps spawning itself (Started by Samus666 February 13, 2011, 09:19:24 pm[State 255, 1]what's wrong?
type = Projectile
trigger1 = animelem = 3
projanim = 302
projhitanim = -1
projpriority = 0
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset =175,100
projhits =45
projremovetime = 320
accel = 0
velocity = 0
attr = S, SP
damage = 5
animtype = heavy
ownpal = 1
guardflag = MA
hitflag = MAFDP
pausetime = 4,4
hitsound = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = low
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0