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Re: How to freeze p2 in air a custom state

 January 21, 2013, 02:11:26 am View in topic context
 Posted by xstarter  in How to freeze p2 in air a custom state (Started by xstarter January 20, 2013, 08:37:16 pm
 Board: M.U.G.E.N Development Help

i pretty much have it but its the complicated way>

[Statedef 9060]
type=A
movetype=H
physics=N
velset=0,-10

[State 9060, Limiter]
type = PosSet
trigger1 = Pos Y < -80
y = -80


[State 0, PosFreeze]
type = PosFreeze
trigger1 = 0
value = 1


[State 55501,SelfState]
type=SelfState
trigger1=(Vel y>0)&&(Pos y>=0)
value=5050

im not sure what to place for trigger in Posfreeze so if anyone can cut this short for me
and tell me what to place there plz?
specify a velocity so it doesn't trigger till p2 hits that velocity,how?
    

Re: How to freeze p2 in air a custom state

 January 21, 2013, 01:09:12 am View in topic context
 Posted by xstarter  in How to freeze p2 in air a custom state (Started by xstarter January 20, 2013, 08:37:16 pm
 Board: M.U.G.E.N Development Help

You're using targetstate or p2stateno to place them into a custom state right?

Posfreeze to lock them in place. Use selfstate to drop them back into state 5050 which is falling.

i got it but the hit def P2's attached to is suppose to  launch P2 into the air before his freeze state but with the p2stateno,the
freeze effect happens the moment P2 is hit.So how do i make it wait till P2 reaches the air?
    

How to freeze p2 in air a custom state

 January 20, 2013, 08:37:16 pm View in topic context
 Posted by xstarter  in How to freeze p2 in air a custom state (Started by xstarter January 20, 2013, 08:37:16 pm
 Board: M.U.G.E.N Development Help

I don't no where to begin or finish ,im trying to make a custom state connected to a hit def that will force P2
to freeze in mid air for a set of time as they are getting attacked then return to fall state.Anything i should
no that will help?spent to many days trying to understand this,need help...
    

Re: Adding effects To Fighting stance

 December 22, 2012, 07:08:53 am View in topic context
 Posted by xstarter  in Adding effects To Fighting stance (Started by xstarter December 19, 2012, 11:29:44 pm
 Board: M.U.G.E.N Development Help

got it
    

Re: add effects to statedef stand

 December 20, 2012, 02:16:47 am View in topic context
 Posted by xstarter  in add effects to statedef stand (Started by xstarter December 20, 2012, 12:29:20 am
 Board: M.U.G.E.N Development Help

Yea everyone says there's supposed to be a common1.cns in my char folder that isn't there.Please help me understand..for example Noctis,you open kens mugen folder and see (ken.cns). Is ken.cns actually common1.cns or is there a separate file beside it called common1.cns? that's what i need to no.

     Posted: December 20, 2012, 02:41:55 am
Are you saying you don't have a standing state, [Statedef 0]?
In your Mugen folder you should have a folder called data with a file called common1.cns. Just copy from that. It has all the basic states like standing, crouching, walking, etc.
The explod and sound are played through the use of an explod and playsnd controller. It's not that hard to figure out.

Standing state
Spoiler, click to toggle visibilty

thanks, i found common1.cns now how do i properly open it?When i open from ff and look for common1 it doesn't appear ,so i cant open it.
    

add effects to statedef stand

 December 20, 2012, 12:29:20 am View in topic context
 Posted by xstarter  in add effects to statedef stand (Started by xstarter December 20, 2012, 12:29:20 am
 Board: M.U.G.E.N Development Help

i solved the multiple problem but i wanted to add sound to my stand animation as well,so i still need to make a stand statedef to place a regular explode and get snd effects while standing.How to code?
    

Adding effects To Fighting stance

 December 19, 2012, 11:29:44 pm View in topic context
 Posted by xstarter  in Adding effects To Fighting stance (Started by xstarter December 19, 2012, 11:29:44 pm
 Board: M.U.G.E.N Development Help

Iv ben asking how to add effects to fighting stance that is anim= 0. they said to add an explod to [state -3] that worked .But the problem with this is the explod effect is trippled!!so i need to make a stand statedef to place a regular explode to get 1 effect instead of many.How do i construct a full stand statedef in cns so i can add an explode to stand?

     Posted: December 19, 2012, 11:56:49 pm
i fixed it

     Posted: December 20, 2012, 12:08:57 am
Iv ben asking how to add effects to fighting stance that is anim= 0. they said to add an explod to [state -3] that worked .But the problem with this is the explod effect is trippled!!so i need to make a stand statedef to place a regular explode to get 1 effect instead of many.How do i construct a full stand statedef in cns so i can add an explode to stand?

      Posted: December 19, 2012, 11:56:49 pm
i fixed it

dammit ts not fixed,i still need the explod to vanish the moment the sprite changes
    

Re: Randomizing fighting stance

 December 19, 2012, 10:57:03 pm View in topic context
 Posted by xstarter  in Randomizing fighting stance (Started by xstarter December 15, 2012, 10:01:23 am
 Board: M.U.G.E.N Development Help

To prevent the anim from just freezing, tell the changeanim to not activate when your anim != [transformation anim].

Also, like I said, post your code.

thanks
i already no i have to limit the code,and you said to make the changeanim to not activate my != [transformation anim].
i just need to no the codes to put in and why so i can learn.here's the code in using in cns.

[Statedef 0]
type    = S   
physics = N   
anim = 0   
ctrl = 0

[State 0,1 Change Animation]
type = changeanim
trigger1 = anim != [0, 5]
trigger2 = !animtime && anim = [0, 5]
value = random % 2

now what do i need to add or subtract to make the char not freeze up?

And also why is it that when i move with this code once i cant move or attack afterwords,
it just drags me across the screen?

It sounds to me like you omitted some of the other controllers from mugen's default State 0 (the one found in common.cns), specifically the ones regarding control and velocity. Based on the code you have now, you have nothing to reset your velocity to 0, which explains the sliding after you attack.

If the statedef for state 0 that you're using isnt located in common1.cns, I suggest you copy and paste the entire code of state 0 from that file into your usual cns file, and then make the modifications that 20S suggested. This should solve the problems you're having.

OMG this is not simple.. common1.cns what represents commen1.cns,im doing the coding in common.cns? you lost me,if no
one will make a tutorial as simple as they say this is to construct a random stance instead of tossing me random peaces of the coding
 expecting me to to no everything when im just a beginner ill have to ask else where.
NAaa ill just animate a second pose that comes up after a minute in animations,i really wish i could of learned this though...
but im pretty sure i haven't did any coding in common1.cns that might be the problem RicePigeon,but im gonna let this go,
this is to confusing for me.
thanks for the assistance guys
    

Re: Randomizing fighting stance

 December 18, 2012, 09:26:49 am View in topic context
 Posted by xstarter  in Randomizing fighting stance (Started by xstarter December 15, 2012, 10:01:23 am
 Board: M.U.G.E.N Development Help

To prevent the anim from just freezing, tell the changeanim to not activate when your anim != [transformation anim].

Also, like I said, post your code.

thanks
i already no i have to limit the code,and you said to make the changeanim to not activate my != [transformation anim].
i just need to no the codes to put in and why so i can learn.here's the code in using in cns.

[Statedef 0]
type    = S   
physics = N   
anim = 0   
ctrl = 0

[State 0,1 Change Animation]
type = changeanim
trigger1 = anim != [0, 5]
trigger2 = !animtime && anim = [0, 5]
value = random % 2

now what do i need to add or subtract to make the char not freeze up?


    

I need this Dust Sprite sheet!

 December 16, 2012, 11:05:28 am View in topic context
 Posted by xstarter  in I need this Dust Sprite sheet! (Started by xstarter December 16, 2012, 11:05:28 am
 Board: Requests

This dust effect has ben commonly used in flash for sonic video's,i have no idea
where to get this and it cant be found on google.Iv asked many flash creators
and they could not help me,and the spritas wont help new members....soo im
at a lost.
If no one can find me a link to it can you  at least identify what game its from
so i can try ripping it myself,i need it to complete my char?U can see the
sprite in the link and video below
Iv ben looking over an month for this sprite sheet


http://i1179.photobucket.com/albums/x392/mugenpix/loa01.png

http://www.youtube.com/watch?v=z3f9iNNnEqQ&list=UU9gDH2yYBKJV0BfVaGLSeXA&index=7


     Posted: December 17, 2012, 01:05:31 am
well after many hours searching today,i found what i was looking for!To anyone who searched ,thanku
    

Re: Randomizing fighting stance

 December 16, 2012, 04:38:39 am View in topic context
 Posted by xstarter  in Randomizing fighting stance (Started by xstarter December 15, 2012, 10:01:23 am
 Board: M.U.G.E.N Development Help

Because you probably are not limiting the changeanim's activation. Post your code when you ask questions like that.
alright, im modifying it.

     Posted: December 17, 2012, 10:56:00 pm
Because you probably are not limiting the changeanim's activation. Post your code when you ask questions like that.

I no i need to  add something to the change anim but im not use to coding this part Rajaa,what am i suppose to add to this code?
am i suppose to add a value or change state to the code i posted?
    

Re: Randomizing fighting stance

 December 15, 2012, 09:29:21 pm View in topic context
 Posted by xstarter  in Randomizing fighting stance (Started by xstarter December 15, 2012, 10:01:23 am
 Board: M.U.G.E.N Development Help

Thanks Rajaa but why does the stand animation keep freezing when im using the stand codes above including 20S code
for the stand state?
    

Re: Randomizing fighting stance

 December 15, 2012, 07:45:10 pm View in topic context
 Posted by xstarter  in Randomizing fighting stance (Started by xstarter December 15, 2012, 10:01:23 am
 Board: M.U.G.E.N Development Help

alright i finally got the code to work but i dont want the animation to turn by seconds,
i need it to change based from movements or attacks attacks just as AkumaX does,
How can i do this?
And also why is it that when i move with this code once i cant move or attack afterwords,
it just drags me across the screen?

[Statedef 0]
type    = S   
physics = N   
anim = 0   
ctrl = 0

[State 0,1 Change Animation]
type = changeanim
trigger1 = anim != [0, 5]
trigger2 = !animtime && anim = [0, 5]
value = random % 2
    

Re: Randomizing fighting stance

 December 15, 2012, 02:54:23 pm View in topic context
 Posted by xstarter  in Randomizing fighting stance (Started by xstarter December 15, 2012, 10:01:23 am
 Board: M.U.G.E.N Development Help

That won't work, the character will immediately reactivate that changeanim every time the animation changes to 1.

Do the following:

Code:
[state 0, Change Animation]
type = changeanim
trigger1 = anim != [0, 5]
trigger2 = !animtime && anim = [0, 5]
value = random % 2 /*random % # is always a value from 0 to the divisor minus 1. In this case, 0 through 1.*/

I started the char from pretty much scratch,so i never new change anim state was a requirement.can i place this
state change  at the far top of the CNS above lose by time or must it be placed in the [state -1, 0  ]  ?
    

Randomizing fighting stance

 December 15, 2012, 10:01:23 am View in topic context
 Posted by xstarter  in Randomizing fighting stance (Started by xstarter December 15, 2012, 10:01:23 am
 Board: M.U.G.E.N Development Help

Iv seen AkumaX and noticed he had 2 fighting stances that randomly change as he fights !
Does anyone no how this can be done so i may do the same with my chars?there are no tutorials
on this...
    

Re: Trouble adding intro's

 December 12, 2012, 01:53:35 am View in topic context
 Posted by xstarter  in Trouble adding intro's (Started by xstarter December 11, 2012, 11:31:21 pm
 Board: M.U.G.E.N Development Help

AAaaah ,it worked! Thanku very much,now i can enjoy all my intros  :)
Just wondering,does the same logic apply to win poses as well?
    

Re: Trouble adding intro's

 December 12, 2012, 01:30:43 am View in topic context
 Posted by xstarter  in Trouble adding intro's (Started by xstarter December 11, 2012, 11:31:21 pm
 Board: M.U.G.E.N Development Help

I never made a statedef 5900,but here's the state 190 intro

[Statedef 190]
type = S
ctrl = 0
anim = 7756
velset = 0,0

[State 190, PlaySnd]
type = PlaySnd
Trigger1 = animelem = 1
value = S5,19
volume = 100
channel = -1

[state effect]
type=playsnd
trigger1 = AnimElem = 49
value=s5,14
volume = 100
channel = -1

[State 190, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 7756

[State 190, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro



[State 190, ]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = 555
postype = p1
pos = 5, 8
bindtime = 1
scale= 1.0,1.0
velocity = 0,0
accel = 0, 0
removetime = 148
sprpriority = 2

[State 190,ChangeState]
type=ChangeState
trigger1=!Animtime
value=0
    

Re: Trouble adding intro's

 December 12, 2012, 12:51:57 am View in topic context
 Posted by xstarter  in Trouble adding intro's (Started by xstarter December 11, 2012, 11:31:21 pm
 Board: M.U.G.E.N Development Help

I have one intro that starts off with this state def
[Statedef 190]
type = S
ctrl = 0
anim = 7756
velset = 0,0

And the second starting with this state def
[Statedef 191]
type = S
ctrl = 0
anim = 7755
velset = 0,0

Changing the statedef's alone doesn't work and iv seen in some chars the state def's
are all different if that's not what you meant then what do you mean by randomizing value's?
what is it that im doing wrong?
    

Trouble adding intro's

 December 11, 2012, 11:31:21 pm View in topic context
 Posted by xstarter  in Trouble adding intro's (Started by xstarter December 11, 2012, 11:31:21 pm
 Board: M.U.G.E.N Development Help

iv just created two intros for the char but for some reason when i start mugen it will always play
the first intro every time.
for example my first intro is in [state 190] and my second in state 191 but it will always plays
the lowest value state,so my quistine is how do i make these intro's randomly play out?
am i suppose to add something in state -3 ?
    

Re: make a mugen 1.0 char compatible to mugen HI-RES

 November 12, 2012, 06:13:25 pm View in topic context
 Posted by xstarter  in make a mugen 1.0 char compatible to mugen HI-RES (Started by xstarter November 08, 2012, 01:13:31 pm
 Board: M.U.G.E.N Development Help

If you're going from Mugen 1.0 to WinMugen high-res, then you will need to down-code some triggers and conditions.

I actually did the same thing with my latest characters. I started working on them with Mugen 1.0. When they were almost finished, then I down converted them to winmugen limits.

For things like AI control, instead of using AILevel from Mugen 1.0, you'll need to set your own variables for WinMugen. Or just remove the AI triggers all together. But I just used an AI variable control buffer for my characters for winmugen.

thanks but can you possibly direct me to a tutorial that explains converting 1.0 chars to hi-res mugen?
tried reading mugen docs but it talks mostly about 1.0 mugen,it really doesn't feel like a downgrade to
me since all the hi-res mugens have better stages and screen packs.but i cant find solid on the point
instructions on this procedure.i understood how to covert IA but how do i no wich triggers to downgrade
instead of guessing?