YesNoOk

Show content

This section allows you to browse the content for this member. Note that you can only see content for which you have sufficient viewing permissions.

*
krissuja is Offline
Contact krissuja:

krissuja

User

Messages by krissuja

    

How to remove variables?

 March 25, 2013, 02:23:20 am View in topic context
 Posted by krissuja  in How to remove variables? (Started by krissuja March 25, 2013, 02:23:20 am
 Board: M.U.G.E.N Development Help

Variables turn on an AfterImage, so i have a shadow moves, but how to remove this after 3 use?
    

Re: Problem with command

 March 25, 2013, 02:06:30 am View in topic context
 Posted by krissuja  in Problem with command (Started by krissuja March 24, 2013, 12:24:12 am
 Board: M.U.G.E.N Development Help

it's exactly what i want, big thanks!:)) I just try to make this based on what the CMD says, did not work,  so i stay with /c, F, D, B ,and the strange thing was that i was able to use this command during intro(?) and to cancel ANY move. I had to add triggerall = roundstate = 2 and MoveType = I in CMD to stop that, it's some kind of bug or something?
    

Re: Problem with command

 March 24, 2013, 10:59:18 pm View in topic context
 Posted by krissuja  in Problem with command (Started by krissuja March 24, 2013, 12:24:12 am
 Board: M.U.G.E.N Development Help

i check it out, thanks;)
    

Re: Question about Target state

 March 24, 2013, 03:03:05 am View in topic context
 Posted by krissuja  in Question about Target state  (Started by krissuja March 23, 2013, 12:21:06 am
 Board: M.U.G.E.N Development Help

thanks, but now there is another problem. I want to see how the Combo Breaker work, P2 must be hit in order to perform CB so i used the code above, change trigger to hitcount > 5 so i can perform an ultra and see what happens and of course P2 brakes it so i made some changes, add/change triggers in the CB reversaldef/command and.... P2 can still brakes the ultra:/ so even if I change triggers in reversaldef and command, it will not affect the targetstate? If in targetstate trigger is hitcount >5, thats it? there is nothing to do? no matter what i change in reversaldef/command after 5 hits P2 will always be send to CB state? because even changed ultras attr = S,HA and NOT including this in CB reversal.attr not working. I made it all wrong or i go to wrong way?
    

Problem with command

 March 24, 2013, 12:24:12 am View in topic context
 Posted by krissuja  in Problem with command (Started by krissuja March 24, 2013, 12:24:12 am
 Board: M.U.G.E.N Development Help

The command looks like this: / c, F, D, B, ~ c   ;hold "c", a half circle back, then release the "c", but it does`t work, where I made a mistake?
I put it as the very first command

      Posted: March 24, 2013, 03:31:21 am
    

Question about Target state

 March 23, 2013, 12:21:06 am View in topic context
 Posted by krissuja  in Question about Target state  (Started by krissuja March 23, 2013, 12:21:06 am
 Board: M.U.G.E.N Development Help

I wonts P2 to jump or make combos on me , to check how work some thing, like combo breaker`s etc. so i made that code:

[State -3, TargetState]
type = TargetState
trigger1 = 1
value = 40

and it works, but only after i hit P2 but that's not what i meant, i wonts him to jump (in that case) immediately, by itself.
how to do that?
    

Re: 1 Hitdef with 2 (or more) hitsparks?

 March 22, 2013, 12:30:08 pm View in topic context
 Posted by krissuja  in 1 Hitdef with 2 (or more) hitsparks? (Started by krissuja March 20, 2013, 06:52:33 pm
 Board: M.U.G.E.N Development Help

now is working, thanks!

      Posted: March 22, 2013, 12:55:31 pm
but.... blood is a helper now, and its working great but only with single hits! when i cancel those moves it also cancel helper. how to fix that?

here is the code:

;Bloody helper
[Statedef 246]
type    = A
movetype= A
physics = N
anim = 2000
sprpriority = 2

[State 246,]
type = HitDef
trigger1 = animelem = 1
attr = S, NA

[State 246, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0

;and code inside a statedef, that summon blody helper

[State 0, Helper]
type = Helper
trigger1 = animelem = 4 && movehit
helpertype = normal
stateno = 246
pos = 20, -80
postype = p2
facing = -1

    

Re: anti-projectile

 March 22, 2013, 10:15:41 am View in topic context
 Posted by krissuja  in anti-projectile (Started by krissuja March 21, 2013, 09:03:20 pm
 Board: M.U.G.E.N Development Help

working great, thanks!
    

anti-projectile

 March 21, 2013, 09:03:20 pm View in topic context
 Posted by krissuja  in anti-projectile (Started by krissuja March 21, 2013, 09:03:20 pm
 Board: M.U.G.E.N Development Help

how to make moves, that go through projectile? and i don't mean to just remove the collision boxes, well because this type of moves are especially useful from a distance, so remove boxes would be obvious and easiest, but i want the specials/supers/hypers projectile still be able to hit

BTW sorry for my english;p
    

Re: 1 Hitdef with 2 (or more) hitsparks?

 March 21, 2013, 06:04:21 pm View in topic context
 Posted by krissuja  in 1 Hitdef with 2 (or more) hitsparks? (Started by krissuja March 20, 2013, 06:52:33 pm
 Board: M.U.G.E.N Development Help

how to change what is displayed by the helper? i mean, helper creates another instance of the player and how to change that?
    

Re: 1 Hitdef with 2 (or more) hitsparks?

 March 20, 2013, 09:25:25 pm View in topic context
 Posted by krissuja  in 1 Hitdef with 2 (or more) hitsparks? (Started by krissuja March 20, 2013, 06:52:33 pm
 Board: M.U.G.E.N Development Help

i just figure it out that the blood must be a helper in order to add a sound, but let's go one step backward,there is another thing: i made 7 explodes, everyone of them triggers a blood spark, then in animations of those bloody sparks the last tick is a -1, but after a few hits the blood is NOT staying on the ground! is there a some engine limitation? or i need to add something in code? if the blood will be a helper it will stay on the ground after every hit?
    

Re: 1 Hitdef with 2 (or more) hitsparks?

 March 20, 2013, 08:44:14 pm View in topic context
 Posted by krissuja  in 1 Hitdef with 2 (or more) hitsparks? (Started by krissuja March 20, 2013, 06:52:33 pm
 Board: M.U.G.E.N Development Help

the next one maybe a stupid question, but explodes are only for animations? because i wanted to add a sound to my blood, to every single drops that hit the ground

     Posted: March 20, 2013, 08:48:35 pm
in other words how to add sound to explode?
    

Re: 1 Hitdef with 2 (or more) hitsparks?

 March 20, 2013, 08:19:23 pm View in topic context
 Posted by krissuja  in 1 Hitdef with 2 (or more) hitsparks? (Started by krissuja March 20, 2013, 06:52:33 pm
 Board: M.U.G.E.N Development Help

So I have enough :) but I wonder how do you know? State Controller Reference does not say anything about how much you can use
    

Re: 1 Hitdef with 2 (or more) hitsparks?

 March 20, 2013, 07:00:18 pm View in topic context
 Posted by krissuja  in 1 Hitdef with 2 (or more) hitsparks? (Started by krissuja March 20, 2013, 06:52:33 pm
 Board: M.U.G.E.N Development Help

thanks man!

     Posted: March 20, 2013, 07:16:07 pm
BTW how many explodes can be add to 1 statedef?
    

1 Hitdef with 2 (or more) hitsparks?

 March 20, 2013, 06:52:33 pm View in topic context
 Posted by krissuja  in 1 Hitdef with 2 (or more) hitsparks? (Started by krissuja March 20, 2013, 06:52:33 pm
 Board: M.U.G.E.N Development Help

its possible? i wont moooore blood with every hit, but i have only 1/2 good looking sprite sheet ... so i made couples of animations, using them and i wonts to... merge them some how?, play one after another or simultaneously? i don`t know, but WITHOUT editing the sprites it self, just coding, it can be done? I hope you understand what i mean and sorry if this is not the right place for this question.
    

Re: How to make this?

 March 20, 2013, 05:28:42 am View in topic context
 Posted by krissuja  in How to make this? (Started by krissuja March 19, 2013, 08:02:53 pm
 Board: M.U.G.E.N Development Help

Thanks SyN, but this is how it should be ;

[State 0, AssertSpecial]
Type = AssertSpecial
Trigger1 = !alive || RoundState = 2
Flag = nokoslow
ignorehitpause =1

and i don`t know why, because the docs clearly says: "roundstate = 3 - Pre-over - just a round is won or lost" anyway thanks for reply
    

Re: How to make this?

 March 19, 2013, 10:46:33 pm View in topic context
 Posted by krissuja  in How to make this? (Started by krissuja March 19, 2013, 08:02:53 pm
 Board: M.U.G.E.N Development Help

and what triggers i have to use to check if command was used already or not?

      Posted: March 20, 2013, 12:15:05 am
Solved!! I add "hitcountpersist = 1" to every single attack = operners, autohits, linkers, then a changestate with trigger1 = hitcount > 9 to the same animation but with Fall = 1.
Too better explain this, here is the code:

;linker 1
[Statedef 241, linker 1]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 241
sprpriority = 2
hitcountpersist = 1

[State 241, 1]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
animtype = light
damage = 20
sparkno = s2002
sparkxy = 0,0
priority = 7
pausetime = 0,10
hitsound   = s1,13
ground.type = high
ground.hittime  = 10
ground.velocity = 0
ground.slidetime = 3

[State 241, 2]
type = PlaySnd
trigger1 = Time = 4
value = s1, 6
volume = 100

[State 241, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 242
ctrl = 1

;*
[Statedef 242]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 242
sprpriority = 2
hitcountpersist = 1

[State 242,]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype = medium
damage = 20
sparkno = s2002
sparkxy = 0,0
priority = 7
pausetime = 0,10
hitsound   = s1,13
ground.type = high
ground.hittime  = 10
ground.velocity = -2
ground.slidetime = 2

[State 242, 2]
type = PlaySnd
trigger1 = Time = 7
value = s1, 6
volume = 100

[State 242, ChangeState]
type = ChangeState
trigger1 = hitcount > 9
value = 244
ctrl = 0

[State 242, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;***
[Statedef 244]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 242
sprpriority = 2

[State 244,]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype = medium
damage = 20
sparkno = s2002
sparkxy = 0,0
priority = 7
pausetime = 0,10
hitsound   = s1,13
ground.type = high
ground.hittime  = 10
ground.velocity = -2
ground.slidetime = 2
fall = 1

[State 244, 2]
type = PlaySnd
trigger1 = Time = 7
value = s1, 6
volume = 100

[State 244, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

now it looks like http://youtu.be/YAuCwpMwTj4


      Posted: March 20, 2013, 12:18:16 am
BTW is anyone know how to remove the slow motion effect during KO?
    

Re: How to make this?

 March 19, 2013, 08:37:25 pm View in topic context
 Posted by krissuja  in How to make this? (Started by krissuja March 19, 2013, 08:02:53 pm
 Board: M.U.G.E.N Development Help

i don`t list it, because in KI you cannot use the second linker! (well you could, but it won`t connect) so i listed as it should be. Anyway thanks for reply, i check it out . And sorry, but i never like KI2.

     Posted: March 19, 2013, 08:51:31 pm
I made a video - http://youtu.be/_W_PyORfDXw , double sword is a linker.
    

How to make this?

 March 19, 2013, 08:02:53 pm View in topic context
 Posted by krissuja  in How to make this? (Started by krissuja March 19, 2013, 08:02:53 pm
 Board: M.U.G.E.N Development Help

hello! I need help with this!
I make a character, Jago from KI, and everything went well to this moment...
The system in Killer Instinct is simple: combo starter > auto 3 hits > linker > auto 3 hits > finisher. You can`t connect second linker, this just knockout P2, my problem is: how to do this? How to make the P2 fall, after first (or second) hit of the second linker? please help! and one more thing: the linker is one! same command, same animation.