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Time Freeze coding (Read 1406 times)

Started by EVA-K, September 20, 2008, 03:34:54 am
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Time Freeze coding
#1  September 20, 2008, 03:34:54 am
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  • So Zetta slow!
What is the coding which allows characters like Sludge's Abyss to stop time for the entire match?  ???
Re: [Request] Time Freeze coding
#2  September 20, 2008, 03:38:13 am
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[mcode]type= Pause[/mcode]

Or, if you mean the timer:
[mcode]type= AssertSpecial[/mcode]
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Re: [Request] Time Freeze coding
#3  September 20, 2008, 03:41:56 am
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  • So Zetta slow!
[mcode]type= Pause[/mcode]

Or, if you mean the timer:
[mcode]type= AssertSpecial[/mcode]

I meant the timer for the round. Should've mentioned that. Also, what file would I place the coding for that, and where should I place it in said file, exactly?
Re: [Request] Time Freeze coding
#4  September 20, 2008, 04:44:16 am
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in the time freeze state def, add the assert special there.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: [Request] Time Freeze coding
#5  September 20, 2008, 04:59:55 am
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  • So Zetta slow!
Er... where does that code exist in Sludge's Abyss' file?
Re: [Request] Time Freeze coding
#6  September 20, 2008, 05:01:05 am
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when abyss is doing that move, check the debug for the state number.
I wouldn't consider that a infinite since you have to make your opponent bounce of the wall and if you do it on the wrong side of the stage the stage interaction would activate.
Re: [Request] Time Freeze coding
New #7  September 20, 2008, 05:10:56 am
  • **
  • So Zetta slow!
Nevermind, I found what I was looking for. It seems I needed to get this from the end of abyss' CNS file to stop the round timer:

[Statedef -2]

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = timerfreeze
ignorehitpause = 1
Last Edit: September 20, 2008, 05:15:18 am by EVA-K