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Messages by Dendog90

    

Re: Resize sprite

 October 14, 2019, 09:05:55 am View in topic context
avatar  Posted by Dendog90  in Resize sprite (Started by Dendog90 October 14, 2019, 08:51:47 am
 Board: M.U.G.E.N Development Help

Nevermore sorry
    

Re: Resize sprite

 October 14, 2019, 08:54:57 am View in topic context
avatar  Posted by Dendog90  in Resize sprite (Started by Dendog90 October 14, 2019, 08:51:47 am
 Board: M.U.G.E.N Development Help

And it changes in regular mugen
    

Resize sprite

 October 14, 2019, 08:51:47 am View in topic context
avatar  Posted by Dendog90  in Resize sprite (Started by Dendog90 October 14, 2019, 08:51:47 am
 Board: M.U.G.E.N Development Help

So I'm coding Bardock from extreme Butoden and I'm trying to change his size to the same as hyper Dragon Ball Z characters, I put the X and Y into the text for the animations in ff3, it changes size but when I save it and then load him into hyper Dragon Ball Z it doesn't change, what am I doing wrong?
    

Re: Error loading .sff

 October 11, 2019, 04:08:34 am View in topic context
avatar  Posted by Dendog90  in Error loading .sff (Started by Dendog90 October 11, 2019, 02:19:07 am
 Board: M.U.G.E.N Configuration Help

That makes sense thank you
    

Error loading .sff

 October 11, 2019, 02:19:07 am View in topic context
avatar  Posted by Dendog90  in Error loading .sff (Started by Dendog90 October 11, 2019, 02:19:07 am
 Board: M.U.G.E.N Configuration Help

So there's a problem about the sff file when I try to load my character in hyper Dragon Ball Z, but when I load them on Regular Mugen it works perfectly fine. Now I don't know what it is I need to do for it to work correctly maybe somebody can give me any hints?
    

Re: chang anim of the charged attack

 October 05, 2019, 07:14:05 am View in topic context
avatar  Posted by Dendog90  in chang anim of the charged attack (Started by Dendog90 October 04, 2019, 05:49:39 pm
 Board: M.U.G.E.N Development Help

Thanks again Cyanide
    

chang anim of the charged attack

 October 04, 2019, 05:49:39 pm View in topic context
avatar  Posted by Dendog90  in chang anim of the charged attack (Started by Dendog90 October 04, 2019, 05:49:39 pm
 Board: M.U.G.E.N Development Help

so with my charged attack, I want him to be able to go to different animations as he's charging his attack instead of pausing on the last elem, so for instance; when the charging get to his level 1, his anim change, and when it gets to level 2, it changes again.

;Charge RP
[Statedef 161]
type = s
movetype = I
physics = s
ctrl = 0
anim = 161
poweradd = 0
sprpriority = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command = "hold_x" && animelemtime(3) >= 0
value = 161
elem = 3




;===========================================================================

[State 0, VarAdd];if button is held for 50 ticks, the value goes up by 1 and he does 3 punches
type = VarAdd
trigger1 = time = 50
v = 20
value = 1


;=========================================================================
[State 0, VarAdd];if button is held for 120 ticks, the value goes up by 2 and he does 5 punches
type = VarAdd
trigger1 = time =120
v = 20
value = 1

;==================================================================================

[State 0, ChangeState]
type = ChangeState
triggerall= var(20)=0
trigger1 = animtime=0
value =156
ctrl = 0

[State 0, ChangeState]
type = ChangeState
triggerall= var(20)=1
trigger1 = animtime=0
value =162
ctrl = 0

[State 0, ChangeState]
type = ChangeState
triggerall= var(20)=2
trigger1 = animtime=0
value =163
ctrl = 0

;-------------------------------------------------------------------------------
;3 punches
[Statedef 162]
type = s
movetype = A
physics = s
ctrl = 0
anim = 162
poweradd = -50
sprpriority = 1

[State 0, punch rip]
type = PlaySnd
trigger1 = animelem= 2
value = S0,2
volumescale = 30
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 0, rocket blast]
type = PlaySnd
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
value = S2621,0
volumescale = 90
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 157, Rp flash]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
anim = 157
pos = -15,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0



[State 159, dust]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
anim = 159
pos = 60,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0


[State 159, RP shockwave]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
anim = 167
pos = 68,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .2,.2
sprpriority = 1
ontop = 0



[State 0, Rocket Punch]
type = Projectile
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
ProjID = 162
projanim =158
projhitanim =1
projscale = 1,1
projremove = -1
projremovetime = -1
velocity = 10,0
projhits = 1
projpriority = 3
projsprpriority = 3
offset =  115,-70
postype = p1         ;p2,front,back,left,right
attr = S, sp                   ;Attribute: Standing, Normal Attack
damage = 28, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = s160
sparkxy = 0,-3                     
hitsound = s3100,0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15
envshake.time =10
envshake.freq =40
envshake.ampl= 10

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime =0
value =0
ctrl = 1






;-------------------------------------------------------------------------------
;5 punches
[Statedef 163]
type = s
movetype = A
physics = s
ctrl = 0
anim = 163
poweradd = -100
sprpriority = 0

[State 0, punch rip]
type = PlaySnd
trigger1 = animelem= 2
value = S0,2
volumescale = 30
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 0, rocket blast]
type = PlaySnd
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13

value = S2621,0
volumescale = 90
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 157, Rp flash]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
anim = 157
pos = -15,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0



[State 159, dust]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
anim = 159
pos = 60,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0

[State 159, RP shockwave]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
anim = 167
pos = 68,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .2,.2
sprpriority = 1
ontop = 0

[State 0, Rocket Punch]
type = Projectile
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
ProjID = 163
projanim =158
projhitanim =1
projscale = 1,1
projremove = -1
projremovetime = -1
velocity = 10,0
projhits = 1
projpriority = 3
projsprpriority = 3
offset =  115,-70
postype = p1         ;p2,front,back,left,right
attr = S, sp                   ;Attribute: Standing, Normal Attack
damage = 28, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = s160
sparkxy = 0,-3                     
hitsound = s3100,0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15
envshake.time =10
envshake.freq =40
envshake.ampl= 10

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime =0
value =0
ctrl = 1


and also how do I code a loop frame? please and thank you
    

Re: charged attack

 October 04, 2019, 09:51:23 am View in topic context
avatar  Posted by Dendog90  in charged attack (Started by Dendog90 October 04, 2019, 06:03:36 am
 Board: M.U.G.E.N Development Help

Thank you so much Cyanide for your response it did what I wanted and thanks for the advice Odb718
    

charged attack

 October 04, 2019, 06:03:36 am View in topic context
avatar  Posted by Dendog90  in charged attack (Started by Dendog90 October 04, 2019, 06:03:36 am
 Board: M.U.G.E.N Development Help

so I have charged up move, at which I hold the x button for certain amount of time, and depending on the time, that is the stateno he executes.
my problem is my charge up state anim, I want him to do the full animation then pause at the end as its charging the move but instead he goes straight to the last elem of the charge up state

;Charge RP
[Statedef 161]
type = s
movetype = I
physics = s
ctrl = 0
anim = 161
poweradd = 0
sprpriority = -1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = command="hold_x"
value = 161
elem = 3
persistent = 1



;===========================================================================

[State 0, VarAdd];if button is held for 50 ticks, the value goes up by 1 and he does 3 punches
type = VarAdd
trigger1 = time = 50
v = 20
value = 1


;=========================================================================
[State 0, VarAdd];if button is held for 120 ticks, the value goes up by 2 and he does 5 punches
type = VarAdd
trigger1 = time =120
v = 20
value = 1

;==================================================================================

[State 0, ChangeState]
type = ChangeState
triggerall= var(20)=0
trigger1 = animtime=0
value =156
ctrl = 0

[State 0, ChangeState]
type = ChangeState
triggerall= var(20)=1
trigger1 = animtime=0
value =162
ctrl = 0

[State 0, ChangeState]
type = ChangeState
triggerall= var(20)=2
trigger1 = animtime=0
value =163
ctrl = 0

;-------------------------------------------------------------------------------
;3 punches
[Statedef 162]
type = s
movetype = A
physics = s
ctrl = 0
anim = 162
poweradd = -50
sprpriority = 1

[State 0, punch rip]
type = PlaySnd
trigger1 = animelem= 2
value = S0,2
volumescale = 30
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 0, rocket blast]
type = PlaySnd
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
value = S2621,0
volumescale = 90
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 157, Rp flash]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
anim = 157
pos = -15,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0



[State 159, dust]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
anim = 159
pos = 60,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0


[State 159, RP shockwave]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
anim = 167
pos = 68,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .2,.2
sprpriority = 1
ontop = 0



[State 0, Rocket Punch]
type = Projectile
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
ProjID = 162
projanim =158
projhitanim =1
projscale = 1,1
projremove = -1
projremovetime = -1
velocity = 10,0
projhits = 1
projpriority = 3
projsprpriority = 3
offset =  115,-70
postype = p1         ;p2,front,back,left,right
attr = S, sp                   ;Attribute: Standing, Normal Attack
damage = 28, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = s160
sparkxy = 0,-3                     
hitsound = s3100,0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15
envshake.time =10
envshake.freq =40
envshake.ampl= 10

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime =0
value =0
ctrl = 1






;-------------------------------------------------------------------------------
;5 punches
[Statedef 163]
type = s
movetype = A
physics = s
ctrl = 0
anim = 163
poweradd = -100
sprpriority = 0

[State 0, punch rip]
type = PlaySnd
trigger1 = animelem= 2
value = S0,2
volumescale = 30
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 0, rocket blast]
type = PlaySnd
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13

value = S2621,0
volumescale = 90
channel = -1
;lowpriority = -1
freqmul = 1.0

[State 157, Rp flash]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
anim = 157
pos = -15,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 2
ontop = 0



[State 159, dust]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
anim = 159
pos = 60,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 1
ontop = 0

[State 159, RP shockwave]
type = Explod
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
anim = 167
pos = 68,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
scale = .2,.2
sprpriority = 1
ontop = 0

[State 0, Rocket Punch]
type = Projectile
trigger1 =animelem = 5
trigger2 = animelem = 7
trigger3= animelem = 9
trigger4= animelem = 11
trigger5= animelem = 13
ProjID = 163
projanim =158
projhitanim =1
projscale = 1,1
projremove = -1
projremovetime = -1
velocity = 10,0
projhits = 1
projpriority = 3
projsprpriority = 3
offset =  115,-70
postype = p1         ;p2,front,back,left,right
attr = S, sp                   ;Attribute: Standing, Normal Attack
damage = 28, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = s160
sparkxy = 0,-3                     
hitsound = s3100,0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 11             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15
envshake.time =10
envshake.freq =40
envshake.ampl= 10

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime =0
value =0
ctrl = 1


and I tried to remove elem and persistent from change anim but he still doesnt do full animation, what can I do?
    

Coder tutorials??

 May 07, 2018, 11:28:11 pm View in topic context
avatar  Posted by Dendog90  in Coder tutorials?? (Started by Dendog90 May 07, 2018, 11:28:11 pm
 Board: Introductions and Guides

Hi my name is Dennis and I am a spriter and I dont have much skills on coding for my future characters, but I'm interested in it, does anybody know of some coding tutorials?
    

something is wrong with FF3

 September 30, 2016, 03:22:47 pm View in topic context
avatar  Posted by Dendog90  in something is wrong with FF3 (Started by Dendog90 September 30, 2016, 03:22:47 pm
 Board: M.U.G.E.N Configuration Help

So i havent Used my mugen In a while, Now when I go to fighter Factory 3 And run  the current project with my characters it sometime says need at least one command error in name.cmd or can't access info, but when try out Kung fu man it randomly works
Can anybody help me with this problem? Please and thank you
    

Re: continuous rotation of helper or explod

 June 09, 2016, 01:11:04 am View in topic context
avatar  Posted by Dendog90  in continuous rotation of helper or explod (Started by Dendog90 June 06, 2016, 04:44:40 pm
 Board: M.U.G.E.N Development Help

thank you all for your help but thanks a lot thunderbert
    

continuous rotation of helper or explod

 June 06, 2016, 04:44:40 pm View in topic context
avatar  Posted by Dendog90  in continuous rotation of helper or explod (Started by Dendog90 June 06, 2016, 04:44:40 pm
 Board: M.U.G.E.N Development Help

hello again I'm trying to have my helper which is abeam particle to rotate continuously but I don't know how to go about doing that

;----------------------------------------------------------
;Psycho vortex
[Statedef 10066]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = N            ;Physics: S-stand, C-crouch, A-air            ;Number of air juggle points move takes
;Commonly-used controllers:         ;Set velocity (x,y) (Def: no change)            ;Set ctrl (Def: no change)
anim = 10066            ;Change animation (Def: no change)         ;Power to add (Def: 0)
sprpriority = 2

[State 0, AngleAdd]
type = Angledraw
trigger1 = 1
value = 1
ignorehitpause = 1
persistent = 1






[State 6000, End]
type=destroyself
trigger1= animtime = 0
    

Re: helper stay in screen

 May 26, 2016, 01:21:57 am View in topic context
avatar  Posted by Dendog90  in helper stay in screen (Started by Dendog90 May 25, 2016, 06:45:20 pm
 Board: M.U.G.E.N Development Help

thanks friend
    

helper stay in screen

 May 25, 2016, 06:45:20 pm View in topic context
avatar  Posted by Dendog90  in helper stay in screen (Started by Dendog90 May 25, 2016, 06:45:20 pm
 Board: M.U.G.E.N Development Help

hello again I have this lightning super, where lightning strikes at different places of the screen but it pops outside of the screen as well, how do I get it to stay inside the screen. pls and thank you

[State 10040, Helper]
type=helper
triggerall = time >= 255 && time <= 600
trigger1 = time%20 = 0
id= 10043
stateno=10043
size.xscale=1
size.yscale=1

;----------------------------------------------------------
;Psycho Storm
[Statedef 10043]
type    = S            ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A            ;Move-type: A-attack, I-idle, H-gethit
physics = N            ;Physics: S-stand, C-crouch, A-air            ;Number of air juggle points move takes
;Commonly-used controllers:         ;Set velocity (x,y) (Def: no change)            ;Set ctrl (Def: no change)
anim = 10043            ;Change animation (Def: no change)         ;Power to add (Def: 0)
sprpriority = 2

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time>= 0
value = 90
scale = 1,1

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -100 + random%400
y = 0



[State 6000, End]
type=destroyself
trigger1= time = 35
    

Re: button command crisis

 May 22, 2016, 05:19:45 pm View in topic context
avatar  Posted by Dendog90  in button command crisis (Started by Dendog90 May 21, 2016, 07:09:10 pm
 Board: M.U.G.E.N Development Help

that didn't do anything, I believe it has something to do with my keyboard limiter, like I can only do 3 button moves but the qcf and qcb isn't registering
    

Re: button command crisis

 May 22, 2016, 06:36:35 am View in topic context
avatar  Posted by Dendog90  in button command crisis (Started by Dendog90 May 21, 2016, 07:09:10 pm
 Board: M.U.G.E.N Development Help

yea they have the qcf buttons: d,df,f and the qcb buttons: d,db,b. how do I reconfig, because everything was working fine until my little nephew was playing on my computer
    

button command crisis

 May 21, 2016, 07:09:10 pm View in topic context
avatar  Posted by Dendog90  in button command crisis (Started by Dendog90 May 21, 2016, 07:09:10 pm
 Board: M.U.G.E.N Development Help

hello again, so my problem is that I cannot do qcf or qcb special move commands on mugen or ff3, and I cant do it with anybody who has that button for a move, not ryu, not ken, nobody whats so ever I don't know if its my computer or if its anything mugen related maybe you guys might have clue? please and thank you
    

Re: commands not working

 May 18, 2016, 08:06:58 pm View in topic context
avatar  Posted by Dendog90  in commands not working (Started by Dendog90 May 18, 2016, 07:34:28 pm
 Board: M.U.G.E.N Development Help

thank you once again for your help
    

commands not working

 May 18, 2016, 07:34:28 pm View in topic context
avatar  Posted by Dendog90  in commands not working (Started by Dendog90 May 18, 2016, 07:34:28 pm
 Board: M.U.G.E.N Development Help

so I have a problem with my commands, I have ex versions of moves that requires two button press after directional buttons, but one of them doesn't work, how can go able dealing with this, the problems are ddab and dfab

;-| Special Motions |------------------------------------------------------

[Command]
name = "dfa"
command = ~D,DF,F, b
time = 20

[Command]
name = "dfab"
command = ~D,DF,F, a+b
time = 20

[Command]
name = "fdfa"
command = ~F, D, DF, a
time = 20

[Command]
name = "fdfb"
command = ~F, D, DF, b
time = 20

[Command]
name = "fdfc"
command = ~F, D, DF, c
time = 20

[Command]
name = "dda"
command = ~D, D,a
time = 20

[Command]
name = "ddab"
command = D, D,a+b
time = 20